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[Encounters] 2019 Dungeon Masters Guild

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Published by Sanguinetti, 2022-07-12 04:51:22

Tactical Maps Adventure Atlas

[Encounters] 2019 Dungeon Masters Guild

Hexholm Encounters Avg. Level Story Hook. Darvin Fulbury (N male Damaran human
5th priest) asks the characters to explore Hexholm and piece
d4 Encounter 6th together the missing history.
1 The Lost Paladin 7th
2 A Gap in History 8th Treasure. If the characters come back with useful
3 Shadar-Kai Rivalry information, the church of Oghma rewards them with one
4 Reclaim the Stronghold raise dead spellcasting in the future.

The Lost Paladin Shadar-Kai Rivalry

Luth Daggermire, a virtuous but impoverished paladin of A shadar-kai shadow dancer named Quelanna has gone
Lathandar, is in love with Kandri Ivydean, the daughter of to Hexholm seeking a powerful magic item. A shadar-kai
wealthy barristers. Kandri’s parents have refused Luth’s knight named Thieraven, who comes from a rival clan,
suit, so he has set out to explore the legendary Hexholm, wishes to stop her.
hoping to make both his reputation and his fortune.
Story Hook. Thieraven (shadowdancer in appendix
Story Hook. Kandri Ivydean (NG female Rashemi A) approaches the characters and asks them to go to
human noble) was always opposed to Luth’s scheme. Hexholm and kill Quelanna.
He’s been gone more than a tenday, and she is very
concerned. She commissions the characters to travel Finding Quelanna. Quelanna can be found in area L11.
to Hexholm and bring back her beloved, whom she Treasure. In return for completing this quest,
describes as red-haired, wearing chainmail, and bearing Thieraven offers the party the assistance of his clan
the symbol of Lathandar. should they ever travel to the Shadowfell.

Finding Luth. Luth is located in area L13. Reclaim the Stronghold
Treasure. Kandri offers the characters a diamond
brooch (a gift from her grandmother) in return for Lady Olivia Wesborn is the ruler of the province that
completing the quest. The brooch is worth 700 gp. contains Hexholm. She claims the stronghold was built by
her great-grandfather and later stolen by a cruel warlock.
A Gap in History
Story Hook. Lady Olivia Wesborn (N female Tethyrian
Darvin Fulbury is an historian and priest of Oghma who is human noble) commissions the characters to clear
writing a history of the local province. A gap in his account Hexholm of all malevolent creatures.
exists regarding Hexholm, as no one knows what happened
there after locals stormed the stronghold a century ago. Treasure. Lady Wesborn offers to knight the characters
if they complete the commission, entitling them to room
and board at her castle for life. She will also give them a 49
grant of 100 acres of farmland.

Hexholm

Karaktul Outpost • The outpost’s stone doors have AC 17, 27 hit points,
and immunity to poison and psychic damage.
A group of duergar slavers established an outpost in
Karaktul, a cavern in the Underdark with a tunnel that • A large brazier in the north part of the outpost brightly
leads to the surface. The duergar capture adventurers lights the area.
from the world above and Underdark natives making their
way to the surface. • A 2-foot-high wooden table set with four chairs stands in
the south part of the outpost.
Karaktul Outpost Features
• Crates, barrels, and other supplies stolen from
The cavern that holds Karaktul Outpost has the following merchant caravans, as well as the duergar’s sleeping
features: mats, line the walls of the chamber.
• The ceiling of the cavern is 10 feet high.
• Climbing the rough stone walls of the cavern without Brazier. A creature that touches or starts its turn
touching the brazier takes 3 (1d6) fire damage.
equipment requires a successful DC 12 Strength
(Athletics) check. Doors. The doors to the outpost can be barred from the
• The cavern is dimly lit by phosphorescent moss and inside, requiring a successful DC 20 Strength check to
braziers alight with magical flames that are cool to the force open.
touch.
Duergar. Scarig, Tennebol, Achstat, Norrux, and
Karaktul Outpost Areas Duretax work together to capture humanoids that pass
through Karaktul. If the duergar hear any unusual noise
The following areas are keyed to the Karaktul Outpost map. in the cavern, they investigate. The gray dwarves attack
other humanoids, attempting to knock them unconscious.
M1. Duergar Outpost Prisoners captured by the duergar are stripped of their
belongings, chained in manacles, and held in the outpost
The duergar outpost has the following features: for 1d10 days before being taken elsewhere to be sold.
• Five duergar live in the outpost.
• The outpost’s ceiling is 8 feet high with 6-foot-high Treasure. Use chapter 5, “Equipment,” of the Player’s
Handbook to determine the items stolen by the duergar.
doorways. In addition to mundane equipment, the duergar have
• Climbing the walls of the outpost without equipment 523 gp, 35 ep, 2,140 sp, and 12,345 cp stashed away in
a large chest.
requires a successful DC 15 Strength (Athletics) check.
M2. Warded Bridge

The duergar warded this bridge with runes carved on

50 Karaktul Outpost
M: Karaktul Outpost

the edges. A detect magic spell reveals the runes radiate Outpost Encounters table to create an adventure. You can
an aura of evocation magic. When a creature that is not roll randomly for the adventure or choose one appropriate
a duergar walks on the bridge or starts its turn there, for the average level of the characters.
the runes glow blue and shoot small bolts of lightning at
the creature. Karaktul Outpost Encounters

The creature must succeed on a DC 13 Dexterity saving d4 Encounter Avg. Level
throw or take 7 (2d6) lightning damage. As an action, a 1 Something Stinky 2nd
creature can scratch out one of the runes with a tool or 2 Tap Tap Tap 4th
weapon, causing their magic to cease functioning. 3 Save the Svirfneblin 6th
4 Mind Tricks 8th
M3. Chasm
Something Stinky
The chasm is 20 feet deep. A creature that falls or climbs
into the charms scares a swarm of bats, which emerges Weeks ago, a murder mushroom in Karaktul killed
from the chasm and attacks. Synlyth Silverbow, a wood elf adventurer, as he fled the
duergar. Synlyth’s ring of mind shielding is giving off
M4. Murderous Mushrooms psychic energy, which attracted a group of flumphs to the
area.
A character who succeeds on a DC 15 Intelligence
(Nature) check recognizes the danger of these Story Hook. Darrel Barrelhand (N male Illuskan
mushrooms. Whenever a creature enters a space or starts human commoner) runs an inn just outside the tunnel
its turn within 5 feet of one of these mushrooms, the that leads to Karaktul and the Underdark beyond. A
mushroom splits in half, revealing a row of sharp teeth terrible smell started coming from the tunnel three days
and makes a melee weapon attack against the creature before, driving Darrel’s customers away. He offers the
with a +5 bonus. If the attack hits, the creature is grappled characters 100 gp to find and eliminate the source of the
by the mushroom (escape DC 10) and takes 5 (1d10) smell.
piercing damage. Each mushroom can only grapple one
creature at a time. Corpse. The humanoid corpse (area M5) is Synlyth’s
body. It wears a ring of mind shielding.
Each mushroom is 5 feet tall and has AC 12 and 10 hit
points. Flumphs. Ten flumphs gather near the corpse (area
M5). If the characters ask why they are here, the flumphs
M5. Adventurer Corpse explain that something on the corpse is giving off psychic
energy. Every day the flumphs use their stench spray to
The mutilated corpse of a humanoid adventurer who died cause a literal stink and keep the duergar away.
in the maw of a murder mushroom lies on the ground.
If the characters give the ring to the flumphs, the
Treasure. A silvered shortsword rests next to the corpse. grateful creatures give the characters a ring of water
walking they found elsewhere in the Underdark as thanks.
Karaktul Outpost Adventures
If the characters drive out the duergar, the flumphs stay
You can create your own adventures in Karaktul Outpost in the area but stop using their stink spray.
or use the hooks and encounters from the Karaktul

Karaktul Outpost
51

If the characters take the ring of mind shielding for Hook Horrors. Two hook horrors tap on the outpost.
themselves, the flumphs get mad and attack, demanding If they notice the characters, the monstrosities attack.
the characters not steal what they found first.
Save the Svirfneblin
Treasure. The corpse wears a ring of mind shielding
and the flumphs carry a ring of water walking. Zulji Flintforger is a deep gnome wizard who enjoys
visiting the surface world. On her last trip, she returned
Tap Tap Tap to the Underdark through Karaktul, and the duergar
captured her.
Two hook horrors recently moved into Karaktul, claiming
the place as their hunting grounds. The duergar barred Story Hook. The characters met Zulji during her last
the doors to their outpost, but the hook horrors sense trip to the surface. She sends them a message via a
prey within and keep tapping on the walls. sending spell just before she is captured, asking them to
save her and describing her location.
Story Hook. Orva Felltide (N female Chondathan
human commoner) owns a farm near a tunnel that leads Duergar Trade. The characters arrive at the outpost
to Karaktul. She can hear a constant tapping echoing up at the same time as six drow that plan to buy Zulji. The
from the tunnel and asks the characters to investigate drow are willing to pay 500 gp to the duergar for the
because the noise is scaring her children. If the gnome, but if the characters can offer something more
characters stop the tapping noise, Orva gives them three valuable, the duergar gladly deal with the characters
potions of healing. instead.

Barred Outpost. The stone doors to the outpost are A character who makes a successful DC 15 Charisma
barred. A character succeeds on a DC 15 Charisma (Deception) check convinces the duergar the drow are
(Deception or Persuasion) check convinces the duergar cheating them, causing the gray dwarves to attack the
to come out and fight the hook horrors. Once the hook dark elves.
horrors are killed or driven away, the duergar attack the
characters. Zulji Flintforger. Zulji is curious, reckless, talkative,
and kind. She has the statistics of a mage with the
following changes:

• Her size is Small and she has 31 (9d6) hit points.

• She has advantage on Intelligence, Wisdom, and
Charisma saving throws against magic.

• She has advantage on Dexterity (Stealth) checks made
to hide in rocky terrain.

When the characters arrive, Zulji is kept in manacles in
the outpost (area M1) and has no spell slots remaining.

Mind Tricks

Zaztha is a mind flayer on the run. It broke from its
colony to be independent, but its former elder brain sent
two other illithids to hunt Zaztha. The independent mind
flayer made a plan to foil its would-be assassins but needs
the aid of unsuspecting adventurers.

Story Hook. Zaztha, a mind flayer, approaches the
characters in the guise of a male elf named Carwaith
Goldblade thanks to a hat of disguise. “Carwaith” claims
to be an escaped prisoner of the illithids who knows
mind flayers are on her trail, trying to bring her back to
the Underdark. She begs the characters to help her hunt
the illithids, offering whatever it takes (as Zaztha has no
intention of paying the reward).

Illithid Arrival. Zaztha leads the characters to
Karaktul, retracing its steps from the Underdark.
It managed to sneak past the duergar, but the two
mind flayers chasing Zaztha had other ideas. They
turned the duergar into thralls and have them spread
throughout the cave, awaiting the arrival of Zaztha,
who they assumed would come back from the surface
eventually since that is no place for an illithid.
When the characters enter, the duergar and mind
flayers attack. Zaztha fights alongside the characters.
When their enemies fall, Zaztha turns and attacks the
characters, hoping their weakened states make them easy
meals and revealing its true form.
Treasure. Zaztha wears a hat of disguise.

52 Karaktul Outpost

Dark Path Cave crates. These spiders were raised by the drow that
occupied the outpost, and the adventurers that ousted
People stay away from Dark Path Cave because its the dark elves left the crates alone rather than deal with
passages lead to the Underdark. Therefore, none of spiders. A character who succeeds on a DC 12 Wisdom
the surface-dwellers noticed when the drow of House (Animal Handling) check can look through the crates and
Gorzat built a surface outpost inside the cave mouth. barrels without disturbing the spiders. Otherwise, when a
From this secret place, the drow raided several wood elf creature touches any of the items, the swarms attack.
communities and planned to poison the water of a stream
that gave the other villages life. Fortunately, a group of Treasure. Most of the barrels and crates hold rotten
adventurers raided the cave before the dark elves could food, but one of the crates holds ten vials of drow poison,
finish their work. and one of the barrels holds enough pale tincture to
dose one hundred creatures (see “Poisons” in chapter 8,
Dark Path Cave Features “Running the Game,” of the Dungeon Master’s Guide).

Dark Path Cave has the following features: N3. Dark Path River
• The ceiling of the cave is 30 feet high.
• Climbing the rough walls of the cave without equipment Dark Path River is a small but powerful stream that
comes from snow melting on the mountain above,
requires a successful DC 12 Strength (Athletics) check. trickling through the rock, and gathering near the cave’s
• Several braziers lit by the continual flame spell brightly entrance in a waterfall that rushes into a river. A Medium
or smaller creature without a swimming speed that starts
light the area on the map. These belonged to the its turn in the stream must succeed on a DC 13 Strength
drow and were never moved after the dark elves were (Athletics) check or be pushed by the river’s current 15
defeated. feet north. The river is 10 feet deep.
• At the end of every hour the characters spend in
the cave, roll a d20. On a result of 18 or higher they Treasure. The adventurers that ousted the drow
experience an encounter chosen or rolled on the from the outpost dumped the dark elves’ treasure into
Encounters from the Underdark table. the water because some of the items were cursed, and
they didn’t want to risk taking any of it. A treasure pile
Encounters from the Underdark at the bottom of the stream contains a suit of armor of
vulnerability, sword of vengeance, two potions of poison,
d10 Encounter 11 pp, 834 gp, 35 ep, 1,005 sp, and 4,321 cp. The drow
1 1d8 + 1 flumphs brought the cursed items to leave for surface humanoids
2 2d4 kobolds to find in the woods.
3 1 deep gnome
4 1d4 bugbears Dark Path Cave Adventures
5 1 ogre
6 1 grell You can create your own adventures in Dark Path Cave or
7 1d4 + 1 duergar use the hooks and encounters from the Dark Path Cave
8 1d4 + 1 grimlocks Encounters table to create an adventure. You can roll
9 1 rust monster randomly for the adventure or choose one appropriate for
10 1 mind flayer the average level of the characters.

Dark Path Cave Areas Dark Path Cave Encounters Avg. Level
1st
The following areas are keyed to the Dark Path Cave d4 Encounter 3rd
map. 1 Goblin Occupation 5th
2 Troll Nap 7th
N1. Abandoned Outpost 3 Lonely Necromancer
4 Finish the Job
The abandoned House Gorzat outpost has the following
features: Goblin Occupation
• The ceiling of the outpost is 10 feet high.
• The outpost has eight arrow slits in its walls. A group of goblins resides in the abandoned drow outpost
• The outpost’s walls are made of stone, and its doors are after escaping a drow city where they were slaves. The
goblins steal from nearby farms to get food.
wooden.
• The remains of broken crates, rusted weapons, weapon Story Hook. The characters are approached by Nara
Astk (NG female Damaran human commoner), a farmer
racks, and a forgotten banner of House Gorzat litter the who lives near Dark Path Cave. She offers the characters
floor. 50 gp to find the thieves who took her crop of carrots and
get the produce back. The goblins took the carrots, of
Arrow Slits. The arrow slits provide three-quarters course! It is easy to follow their very obvious trail back to
cover to creatures inside the structure from attacks Dark Path Cave.
outside the structure.
Goblins. Ten goblins are spread throughout the cave
N2. Barrels and Crates and outpost. Vookluk, a female goblin boss, is in the
outpost (area N1) with 50 pounds of produce stolen from
This collection of barrels and crates is covered in spider nearby farms. When the goblins arrived, one of them tried
webs. Two swarms of insects (spiders) crawl amid to take the treasure out of the stream and drowned. No
other goblins tried.

Dark Path Cave
53

N: Dark Path Cave

If the goblins notice the characters, they do not attack offering his deceased grandmother’s gold locket as a
unless the characters attack first. Vookluk asks the reward (worth 100 gp). A character who succeeds on a
characters what business they have in the cave. If the DC 10 Wisdom (Survival) check can track the children
characters say they are here for the carrots, she agrees through the woods to Dark Path Cave. On a failed check,
to give the carrots back if the characters can get her the roll once on the Dark Path Cave Encounters table for an
treasure out of the river, which she claims is hers. If the encounter.
characters refuse, she orders the goblins to attack.
Hidden Children. Rayne, Torstan, and Esobel
If the characters give the treasure to Vookluk, she is (noncombatants) are hiding behind a weapon rack in
true to her word and gives them the carrots but insists on the southern end of the abandoned outpost (area N1). A
keeping the rest of the produce for herself and her clan. successful DC 13 Wisdom (Perception) check notices the
children.
A character who offers to help get the goblins on
an honest path and succeeds on a DC 15 Charisma The children are terrified of the troll but can be coaxed
(Persuasion) check convinces the goblins to give up all to walk around the giant and out of the outpost with a
the produce without a fight. The goblins take any help the successful DC 15 Charisma (Persuasion) check. The
characters can give as they attempt to form a society that children are more likely to allow the characters to
trades with nearby settlements. pick them up and carry them, a task which requires a
successful DC 10 Charisma (Persuasion) check. If the
Troll Nap characters pick up a child without succeeding on the
check, the child cries, waking the troll.
Rayne, Torstan, and Esobel Halfback are three human
siblings who wandered off from home to play in Dark Sleeping Giant. The troll is unconscious and in the
Path Cave when a sleepy troll came wandering. The middle of the outpost floor when the characters arrive.
children hid in the abandoned outpost, but the troll fell Each time a creature walks by the troll it must make a DC
asleep nearby. Now the children are too scared to leave. 13 Dexterity (Stealth) check. (A child has no bonus on this
check). On a failed check, the troll wakes up and attacks
Story Hook. Someth Halfback (CG male Tethyrian the most threatening creatures (likely the characters) it
human commoner) is terrified that his 9-year-old son, notices.
Rayne, his 7-year-old son, Torstan, and his 5-year-old
daughter, Esobel, have not come home after going to If the characters spend more than 20 minutes in the
play in the woods. He begs the characters to find them, cave or make any noise louder than a whisper, the troll
wakes up.

54 Dark Path Cave

Lonely Necromancer If the characters ask where the ogres corpses came
from, Lian tells the truth. The ogres were living in Dark
Lian Tan came to Dark Path Cave after being shunned for Path Cave when she arrived. They attacked her and she
her practice of necromancy in her hometown. The absent- killed them with spells. Not one to waste resources, she
minded wizard dumps her failed creations into Dark Path uses their bodies in her experiments.
River, not realizing her experiments pollute the water.
If the characters tell Lian her zombies are tainting the
Story Hook. Several villages that live near Dark Path water, she laughs it off, saying the water is perfectly safe
River notice chunks of rotting flesh floating downstream. to drink. She doesn’t want to kill the zombies because
These communities refuse to drink from the water, as it she believes there is more she could learn from observing
is clearly tainted with something terrible. They ask the them. A character who succeeds on a DC 15 Charisma
characters to check the river’s source in Dark Path Cave. (Intimidation or Persuasion) check gets Lian to agree to
The communities offer the characters a total of 500 gp for stop throwing her failed creations in the river, though she
ending the water’s contamination. tells the characters they have to be the ones to kill her
zombies as she can’t bring herself to do so.
Failed Experiments. Lian Tan created five ogre
zombies, but she cannot get the creatures to obey. If attacked, Lian flees.
Each time she creates a monster and fails, she lures the Spellbook. Lian carries her spellbook, which contains
creature into the river and starts over. The undead stand all the spells she has prepared, plus the following spells:
at the bottom of the river. They try to reach any creature animate dead, blight, blindness/deafness, false life, feign
they see above them but cannot leave the water. If the death, gentle repose, and ray of sickness.
characters attack the zombies, they climb on each other’s
shoulders to exit the river and attack, leaving one zombie Finish the Job
submerged.
A contingent of drow from House Gorzat have returned to
Lian Tan. Lian Tan (CN female Shou human mage Dark Path Cave to finish their murderous work.
with no spell slots remaining) works over the corpse
of an ogre in the abandoned outpost (area N1) when Story Hook. The characters hear rumors of treasure at
the characters arrive. She is frustrated, having used the bottom of the river in Dark Path Cave.
all her magic to create zombies that do not follow her
commands. If she notices the characters, she asks if Drow. The characters arrive at the cave as ten drow led
any of them are wizards. If any character says yes, she by Urzon Gorzat, a drow elite warrior, are repairing the
asks for help creating the ogre zombies and explains her old outpost (area N1). Urzon is one of the survivors from
problem. Any character who agrees to help and succeeds the last House Gorzat expedition. He does not plan to fail
on a DC 15 Intelligence (Arcana) check helps Lian work in his mission this time. If the drow notice the characters,
through some of the issues she has with raising undead they attack. Urzon rushes to get the barrel of pale tincture
and has advantage on all future Charisma ability checks (see area N2) and empty it into the river, determined to
made to influence her. not let adventurers stop him this time. The swarms of
spiders in area N2 do not attack the drow.

Dark Path Cave
55

Crystal Cavern Crystal Cavern Areas

Crystal Peak is a craggy, spired mountain that resembles The following areas are keyed to the Crystal Cavern map.
a giant gemstone. Within the mountain is a great
cave, called Crystal Cavern, lined with potent veins of O1. Entrance from the Mountain
gemstones and crystals.
A 15-foot-wide tunnel leads from the interior of the
Decades ago, duergar occupied the mountain, greedily mountain into this cavern.
looting its resources. But they weren’t the only creatures
who sought out the gemstones. A group of drow cultists, O2. Mining Supplies
led by their high priestess, Nelfa El’lafey, eradicated the
duergar and reclaimed the cavern for themselves. The The remnants of the cavern’s former occupants are
drow cultists built a sacrificial altar to serve the priestess, piled here. Inspecting the debris reveals a variety
but the first ritual performed with the altar backfired, of mining supplies, including shovels, barrels, and
transporting the priestess to a prison in Lowerdark. pickaxes, along with some random bones. A character
who succeeds on a DC 15 Wisdom (Medicine) check
Crystal Cavern Features determines that the bones belonged to dwarves. The
supplies are covered in gray ooze. If the supplies are
The cavern has the following features: disturbed, 1d6 skeletons appear.

• The space is a large, naturally occurring cavern inside O3. Ritual Supplies
the mountain.
A hoard of ritual supplies is shoved into a crevasse. A
• The cavern is damp and humid inside, and the stone character who makes a successful DC 13 Intelligence
underfoot is slick. Creatures that use the Dash action (Investigation) check finds the following:
must succeed on a DC 10 Dexterity (Acrobatics) or fall • A dagger of venom
prone and lose that action. • A leather pouch containing five sticks of jasmine

• Dozens of 6-foot-long stalactites are clustered on the incense
ceiling. These are easily disturbed, so that any activity • A spool of silk thread (3 feet long)
that makes the cavern shake causes a stalactite to break • 100 gp
away and fall. Creatures beneath the falling stalactite • 200 gp worth of loose gemstones
must succeed on a DC 14 Dexterity save or take 5
(1d10) bludgeoning damage. If the items are disturbed, 1d4 giant wolf spiders
emerge from the shadows.
• The ceiling of the cave has a 5-foot-diameter hole that lets
in a beam of bright light right above the summoning pool. O4. Summoning Pool

• The walls of the cavern are covered in petroglyphs A 20-foot-wide enclosed area houses a shallow pool.
depicting the high priestess’s rise to power. Five inches of water sit atop a blue runic sigil. The sigil
resembles a sewing wheel laid flat: a circle with six lines
• Six ore veins are found in the cavern: amethyst, protruding from the center, creating six triangles within
sapphire, moonstone, lapis lazuli, opal, and onyx. the circle.

A character who succeeds on a DC 16 Intelligence
(Arcana) identifies the Elvish script around the perimeter
of the sigil. Characters proficient in Elvish can translate
the following script:

Crystal fractal
Spider web
A prism of rock
A wheel of thread
Obscure the light
To reveal and refract

Above the pool, a 5-foot-wide beam of natural daylight
streams through the natural opening in the ceiling. If the
characters arrive at night, the beam is moonlight instead
of sunlight.

O5. Archaeologist Workspace

A makeshift stone workbench is covered with scrolls,
notes, and sketches. A character who makes a successful
DC 12 Wisdom (Perception) finds a set of mason’s
tools and the following 5th-level spell scrolls: dominate

person, teleportation circle, and wall of stone.

56 Crystal Cavern

O: Crystal Cavern

O6-O11. Gemstone Ore Veins Story Hook. Cassandra Avelia (N female sun elf mage)
has requested a sample of three gemstones sourced within
The following gemstone veins correspond with their the cavern. She wants to use the gemstones to create a
labels on the map: new magical staff. Cassandra gives the characters each
• O6. Amethyst a pickaxe and warns them that the gemstones may have
• O7. Sapphire unexpected effects. Upon delivering the gemstones to her,
• O8. Moonstone she promises to give them the schema for her staff, which
• O9. Lapis Lazuli has the qualities of a staff of power.
• O10. Opal
• O11. Onyx Arcane Gems. The gemstones have random arcane
qualities. A character who makes a successful DC 15
Crystal Cavern Adventures Strength check dislodges a sizable chunk. Each strike of
the pickaxe on the ore has a 10 percent chance of causing
You can create your own adventures in Crystal Cavern or one of the following effects:
use the hooks and encounters from the Crystal Cavern
Encounters table to create an adventure. You can roll d4 Effect
randomly for the adventure or choose one appropriate for
the average level of the characters. 1 A 5-second quake shakes the whole mountain, and two
stalactites to break away from the ceiling and fall amid
Crystal Cavern Encounters Avg. Level the characters.
5th
d4 Encounter 8th 2 The ore becomes extremely hot for 1 minute.
1 This Ore That 9th Continuing to hold it during this time causes 14 (4d6)
2 Tearing the Web 10th fire damage.
3 A Miner Problem
4 Summoning the Priestess 3 The ore becomes extremely cold for 1 minute.
Continuing to hold onto it during this time causes 14
This Ore That (4d6) cold damage.

A local wizard named Cassandra Avelia requires gems 4 The ore emits a blinding light for 1 minute. Characters
from the Crystal Cavern to make her new staff. within a 10-foot radius must succeed on a DC 14
Constitution save or be blinded for 5 minutes.

Crystal Cavern
57

Tearing the Web streamline this process, the cult fanatic has following
the actions:
A drow mage named Sabra El’lafey is using the
summoning pool to free her grandmother, Nelfa El’lafey, • Reading the sigil’s Elven script aloud requires an action.
who was trapped by a ritual-gone-wrong many years ago. This activates a stone pillar to rise from the pool.

Story Hook. Local elves have reported seeing light and • Retrieving the gemstones and spool of thread from
steam rising from the opening of Crystal Peak, which has the Ritual Supplies pile (area O3) requires an action.
been unoccupied for years. Fearing that the high priestess Depending on where the fight begins, this might take
has returned, locals ask the characters to travel into the the cult fanatic more than one action.
mountain to investigate.
• Placing three gemstones upon the stone pillar requires
Drow Occupation. Occupying the cavern is a woman an action. The fanatic must place six gemstones before
named Sabra El’lafey, a female drow mage. Sabra moving on to the next step.
claims to be archeologist along with three drow (NE
drow cult fanatics). A character who makes a successful • Looping the silk thread on the stone wall hooks requires
DC 18 Wisdom (Insight) check determines otherwise. an action.
The drow wear black robes and inspect the petroglyphs
on the wall. Sabra is focused on the summoning pool. • If the cult fanatic is able to complete each step, the
If disrupted from their tasks, or if their motives are summoning pool opens, and Nelfa El’lafey, a drow
questioned, the drow turn hostile. priestess of Lolth, appears. She may join the battle
or simply laugh and leave the cavern (perhaps seeding
Combat Tactics. The drow are sensitive to sunlight. the story for a future adventure). She is an extremely
Characters can lure or push them toward the light that deadly enemy for level 8 characters already fighting a
shines through the opening in the mountain above the tough battle.
summoning pool. The drow do everything they can to stay
out of that area and try to lead the fight elsewhere. Treasure. Sabra wears a cloak of arachnida, which can
be looted from her body if she is defeated. She uses its
During the fight, one cult fanatic attempts to use qualities during the fight.
the distraction to complete the summoning ritual. To
A Miner Problem
58 Crystal Cavern

A group of duergar related to the gray dwarves that
once occupied Crystal Cavern have come to stake their
ancestral claim. They are determined to let nothing stop
them from mining the caverns.

Story Hook. The characters hear rumors of Crystal
Cavern and the gems its caverns hold.

Duergar Trouble. Five duergar are clustered around
the remaining mining supplies. They turn hostile when
they notice the characters enter. Rather than attack
the characters outright, the duergar try to make the
mountain collapse.

Combat Tactics. Each duergar immediately uses its
Enlarge action option. As an action on each of their turns,
the duergar can strike the veins of ore. Each strike has
a 50 percent chance of triggering an earthquake. Each
quake causes two stalactites to break away from the
ceiling and fall. If the duergar successfully dislodge six
stalactites, the ceiling of the mountain partially caves in.
When the ceiling collapses, all creatures in the cavern
must succeed on a DC 16 Dexterity saving throw to find
cover or suffer 16 (3d10) bludgeoning damage.

Summoning the Priestess

A drow mage named Kelgarn Vinzo wants to free his
great aunt, Nelfa El’lafey, from the Lowerdark prison.
Kelgarn enlists the characters’ help to activate the sigil in
the summoning pool.

Story Hook. Kelgarn, a male drow mage, poses as
an archaeologist and asks the characters to help solve a
problem that has stumped him for years: solving the pillar
puzzle in the Crystal Cavern. He promises the characters
whatever it takes to get their help (since he does not
intend to give it to them).

A character who makes a successful DC 18 Wisdom
(Insight) determines that Kelgarn has other motives. If
questioned, Kelgarn relents and admits that someone
very dear to him was wrongly imprisoned, and he
hopes to free them using the summoning pool. This is

technically correct, although Kelgarn lays on the pity quite • The flat surface of the stone pillar is engraved lines
thick to mask his zeal for the high priestess. dividing the circle into six equal parts, mirroring the
larger sigil in the water below.
Kelgarn wants to stay out of the light that shines down
upon the pool and asks the characters to conduct the • Placing a different gemstone in each part of the
ritual. He gives the characters six gemstones, all found in circle creates a prism. The light shining from above,
the cavern, to use in the ritual, along with the silk spool whether sunlight or moonlight, refracts onto the cave
found among the ritual supplies. walls surrounding the pool. The refraction pinpoints
a small stone hook on each of the three walls around
The Pillar Puzzle. Activating the sigil includes the the pool, detected with a successful DC 16 Wisdom
following steps: (Perception) check.
• A character who makes a successful DC 15 Intelligence
• A character who makes a successful DC 15 Intelligence
(Arcana) check determines that reading the words around (Investigation) check (or a prompt from Kelgarn)
the perimeter of the sigil triggers a 5-foot-tall, 1-foot- determines that the silk spool, found in the ritual
diameter circular stone pillar to rise from the center of supplies, can be strung on each of the three hooks,
the pool. The words must be said in Elvish for this to forming a triangle above the pool.
appear. The riddle alludes to what the ritual entails:
• Completing all the steps successfully activates the sigil.
Crystal fractal It begins to pulse and glow a brighter blue.
Spider web
A prism of rock Return from the Lowerdark. Successfully activating
A wheel of thread the sigil causes Nelfa El’lafey, a drow priestess, to
Obscure the light appear. Kelgarn informs the priestess of the characters’
To reveal and refract aid, and Nelfa awards the party with a cloak of arachnida.

If the characters turn hostile toward the priestess, she
and Kelgarn retaliate, fighting until one falls then the
other flees.

Crystal Cavern
59

Snow Wall P2. Guard Towers

The ancient white dragon Eisenvaarg fought her final Each of these towers stands 40 feet high and is entered
battle atop the walls of this snowy gatehouse, simply via a stout wooden door on the courtyard side of the gate.
dubbed Snow Wall. Mortally wounded by the elf hero Both towers have two interior levels: a simple guard room
Keradol Kanathon, Eisenvaarg fled to her mountain lair, on the ground floor containing a table and bunk beds, and
where she is said to have curled up and died. Even today, an armory on the upper floor containing racks of pikes,
decades later, visitors still give thanks to Keradol by crossbows, and ammunition. Ladders ascend through
tipping a coin as they pass through the gate. hatches in the roofs of the armories to the open tower
turrets. Six guards of various genders and races are
Snow Wall Features assigned to each tower.

You can place the gatehouse in any location within your Arrow Slits. Arrow slits on the armory walls overlook
campaign world that experiences snow. It could be the both sides of the gate. An archer sheltered behind an
entrance to a borderland town, a castle gate, or a guard arrow slit has three-quarters cover from outside attacks
post at the entrance to a rural fiefdom. (+5 bonus to AC and Dexterity saving throws).

Snow Wall has the following features: Night Watchman. Emberlund Groh (CN male
Chondathan human veteran) is the night watchman and
• The outer walls are 30 feet high and constructed from soldier-in-charge while the gates are shut. Mean-spirited
large blocks of granite. and corrupt, Emberlund is an obstacle for anyone visiting
the settlement at night. Rather than meeting in person, he
• Squares containing snow count as difficult terrain for bellows down at visitors from the turrets, only granting
those not equipped with snow shoes. entry to those who succeed on a DC 15 Charisma
(Persuasion) check. Characters who attempt to bribe the
• The wagons grant half-cover to any creature sheltering night watchman gain advantage on this check.
behind them (+2 bonus to AC and Dexterity saving
throws). Emberlund runs a racket with a local outlaw gang to
smuggle contraband into the settlement after dark. He
• The outer walls are ice covered and can be climbed with doesn’t know the identities of all his outlaw contacts, so
a successful DC 20 Strength (Athletics) check without they use code words to gain entry without being searched.
climbing gear. Emberlund grants entry to anyone who mentions the
word “raven” while shouting from outside the gate.
Snow Wall Areas
P3. Cold Iron Stables
The following areas are keyed to the Snow Wall map.
This building is operated by the aging blacksmith Manold
P1. Main Gate Thrembul (NG male Chondathan human veteran) and
five human commoner stablehands. Manold sells tack
A 15-foot-tall reinforced wooden gate occupies the center and harness and deals in horseflesh. His most popular
of the gatehouse, opening into a 10-foot-wide passageway service is to shod horseshoes for travelers’ steeds after
that passes through the gatehouse wall. The outer gate long rides on the trail.
has AC 15, 500 hit points, a damage threshold of 8, and
immunity to poison and psychic damage. Big Bairn. The smith recently rescued a hill giant child
from dire wolves and has taken the infant into his own
If the main gate is threatened, the guards in the southern stables to train as an apprentice. The young hill giant has
Guard Tower (area P2) can pull a lever to lower a heavy the mind of a toddler, yet already stands well above the
iron portcullis over the mouth of the passage. This inner height of a man. As the parents are dead, Manold swore
gate has AC 18, 400 hit points, a damage threshold of 10, to raise the infant as his own son and hand the business
and immunity to poison and psychic damage. to him when the smith dies. Manold’s “Big Bairn” uses
the statistics of an ogre.
Both gates are left open during the day and closed at
nightfall. Creatures approaching the gatehouse during the P4. Omber’s Provisioners
night must shout up to the night watchman stationed in
the Guard Towers for entry. Trader Nunny Omber (N female lightfoot halfling
commoner) sells trail goods from this neatly-outfitted
Gatehouse Guards. During the day, two guards stand store. Omber also has a fascination for old maps and
outside the main gates: Ogri Grimbeard (LN male shield historical papers pertaining to the region. Adventurers
dwarf guard) and Ilaria Windleaf (CG female moon elf bringing her new artifacts can earn some coin for their
veteran). The pair bicker but trust each other implicitly. wares. Her papers include a detailed eyewitness report
of the battle between the white dragon Eisenvaarg and
When visitors approach, Ogri questions them while the elf hero Keradol Kanathon, which is available for the
writing their names and reason for visiting on his ledger. “merest price” of 150 gp.
Meanwhile, Ilaria inspects goods brought through the
gate, casually thrusting her sword through any wagon Snow Wall Adventures
cargo to check for smuggled fugitives or contraband.
You can create your own adventures in Snow Wall or
Donation Pot. A dented iron pot rests at the guards’ use the hooks and encounters from the Snow Wall
feet, painted with the words “Give thanks to Keradol Encounters table to create an adventure. You can roll
Kanathon!” This pot contains charitable donations made randomly for the adventure or choose one appropriate for
in memory of the famed dragon slayer. At the end of every the average level of the characters.
tenday, the guards invest the donations toward upkeep
costs for the gatehouse. Ogri and Ilaria gladly explain
Keradol Kanathon’s deeds to anyone who asks. The
donation pot typically contains a total of 3 (1d6) gp in
various denominations of coin.

60 Snow Wall

P: Snow Wall

Snow Wall Encounters Avg. Level Big Bairn Breakout
1st
d4 Encounter 3rd When Big Bairn’s Uncle Booz learns that his nephew has
1 Kobold Smugglers 14th been “captured,” he musters his hill giant cousins to bust
2 Big Bairn Breakout 20th the boy out!
3 Battle of the Breach
4 Fire and Ice Story Hook. Wedlast Holt (LG male Damaran human
knight) represents the lord of the region. News of the
Kobold Smugglers approaching hill giants has reached Snow Gate, yet
Manold Thrembul (area P3) refuses to surrender his
A kobold gang tries to smuggle its members through the adopted son. Wedlast offers the group a small parcel of
gates by hiding inside the cargo of a hijacked waggoneer. land in his liege’s estate if they agree to defend Snow
Gate against the approaching giants.
Story Hook. This adventure works best when the
characters first passing through Snow Gate. They could Giant Attack. Uncle Booz and his four hill giant
be waiting behind the hijacked waggoneer as he pulls up cousins stomp down to attack the settlement soon
at the gates or shopping at the provisioners when combat after the characters arrive. Faced with five giants, the
breaks out. players are outnumbered and must cleverly marshal the
defenders to overcome the attack.
Kobold Attack. Two kobold inventors (see appendix
A) and eight kobolds hide inside the waggoneer’s cargo. Thick, icy fog descends just before the battle begins,
Gate guard Ilaria Windleaf (see area P1) accidentally limiting visibility to 30 feet. The giants attack from the
skewers an eleventh kobold when she drives her sword west. Two of them try to bash down the gates while the
into the wagon’s cargo to check it for contraband. others climb onto each other’s backs so that one of them
can scale the wall.
Once discovered, the scaly pests scatter across the
courtyard and attack everyone in sight! The defenders yell The Big Bairn loves his new daddy and isn’t interested
for the characters to repel the invaders while they close in leaving with Uncle Booz. For his own part, the
the gates and reinforce the gatehouse against the threat blacksmith fights to the death to prevent his adopted
of further attack from beyond. son from being taken from him. Manold Thrembul is a
beloved and important member of the community here.
Treasure. If the characters fight off the kobolds, the If the players trick Big Bairn out from under him, the
lord of the region pays them a bounty of 200 gp. One of blacksmith vows revenge, and Wedlast only pays the
the kobold inventors also carries a pouch containing dust group a one-off payment of 200 gp.
of sneezing and choking and a potion of flying.

Snow Wall
61

Treasure. If the characters drive off the giants, the lord Treasure. If the characters defeat the rebels and
of the region grants them 200 gp and a small parcel of save the lord’s life, the lord of the region awards them a
land. This property reaps a monthly income of 50 gp for payment of 2,000 gp. The players can also claim Uzma’s
the group. +3 greataxe.

Battle of the Breach Fire and Ice

For months, night watchman Emberlund Groh (area The white dragon Vizrindel, eldest daughter of
P2) has helped a local outlaw gang smuggle contraband Eisenvaarg, has challenged the red dragon Fragvermal
into his settlement. In fact, the outlaws have been to a duel. To unnerve his opponent, Fragvermal has
moving weapons through Snow Gate in preparation for a chosen Snow Gate as their arena: the site of Eisenvaarg’s
rebellious uprising. embarrassing downfall.

Story Hook. Nunny Omber (area P4) is getting married Story Hook. This adventure works best if it occurs
and invites the group to her wedding. If the characters while the characters are passing through Snow Gate. Just
don’t know her already, the players should invent reasons ensure they’ve heard the legend of Eisenvaarg from the
for being friendly with this local provisioner. Omber gate guards (area P1) before beginning the action.
reveals that the lord of the region has agreed to officiate
her marriage in person. (If no one can think of a reason Dragon War. Shortly after the characters arrive at the
to know Omber, the lord could always hire them as site, an ancient red dragon and an ancient white dragon
bodyguards instead). swoop down and land facing each other on opposing
Guard Towers (area P2). As the residents blunder about
The Rebel Attack. On the day of the wedding, dozens in panic, the dragons mock and goad each other in
of guests throng the courtyard. Wagons trundle up to Draconic. Unless the characters intervene, the dragons
bring the lord and their guards to the wedding, and the begin their duel.
troops stationed at the gatehouse are especially diligent in
searching visitors passing through the gates. The characters are likely outmatched if they tackle both
dragons simultaneously, but the battle threatens to wreck
Many of the guests are outlaws in disguise, who have the settlement if they hold back! Characters who taunt
hidden weapons throughout the courtyard. On a signal either dragon with the legend of Keradol Kanathon can
from Uzma Bethal (CN Damaran female warlord in earn an advantage. If they do this, the dragon that they
appendix A wielding a +3 greataxe), the rebels arm taunt holds back while its rival tries to destroy the group
themselves and cut down the lord’s guards while Uzma to prove its superiority. If the characters succeed in this
declares herself the new ruler of the region. duel, the surviving dragon leaves and flies back to its lair.

In total, Uzma is supported by twelve bandits, three Treasure. Neither dragon carries any treasure, but the
assassins, and four archers (see appendix A). The lord of the region offers the players 4,000 gp and a mantle
bandits assault the gatehouse while the others attack of spell resistance if they are victorious in the battle. If
anyone who stands between them and the lord. Don’t run you wish to create more stories around this adventure,
the battle for the gatehouse unless the players choose the players could track down the lairs of any defeated
to get involved. Just handwave its result based on the dragons. Any surviving dragon is sure to be present when
group’s success or failure. they arrive!

62 Snow Wall

Caves of Tapeesa • A longbow made of lemonwood and hickory (worth
200 gp)
In the frozen wastelands of the north lie the infamous
Caves of Tapeesa. No one alive today can claim to have • A belt pouch containing 38 gp
explored them, so who can say what lies in these vast and
frigid tunnels? Hideous monsters and fabulous treasure– B. Second Block of Ice. Stendal Ironbeard, a dwarf
or perhaps just a slow and icy death... fighter:

Caves of Tapeesa Features • Formal and exotic plate armor
• A maul with a spiral iron shaft and a leather-bound
The Caves of Tapeesa have the following features:
wooden grip (worth 50 gp)
• The roof of the cave is 30 feet high and covered with • A gem of brightness with 15 charges remaining
long, icy stalactites. If the roof takes more than 20 • A belt pouch containing 130 gp
points of damage, a 15-foot-diameter cave-in occurs,
centered on the point of impact. Anyone caught in the Deleeth Hollowcrow, a human cleric:
cave-in must make a DC 15 Dexterity saving throw, • Battered plate armor
taking 11 (2d10) bludgeoning damage on a failure. On a • A kite shield made of wood and bound in leather
successful save, the victim takes half damage. • A garish, bull-headed mace
• A silver holy symbol in the shape of a skull
• The ground is covered with icy rocks. The smudged • A belt pouch containing 1 cp
areas are especially slick, and anyone taking the Dash
action through them must succeed on a DC 10 Dexterity C. Third Block of Ice. Katender Runeholm, an elf
saving throw or fall prone. sorcerer:

• The black areas on the map are icy chasms, each one • A frayed scarlet cloak
40 feet deep. Anyone knocked prone while adjacent to a • A crystal arcane focus shaped like a pair of dragon
chasm must succeed on a DC 15 Dexterity saving throw
or fall into the chasm. Climbing the icy walls requires wings
a successful DC 13 Strength (Athletics) check. On a • A gourd-shaped glass containing oil of slipperiness
failure, the character falls 4d10 feet back to the floor. • A belt pouch containing 32 gp

• The dark blue areas are ice walls, stretching from the D. Fourth Block of Ice. Biss Blazestone, a human
ground to the ceiling. They cannot be climbed without fighter:
special equipment or magic.
• Ill-fitting and dirty chainmail armor
Caves of Tapeesa Areas • A round shield made from laminated wood and

The following areas are keyed to the Caves of Tapeesa map. painted with three white wolves circling the steel boss
(worth 25 gp)
Q1. Unstable Bridge • A silvered longsword engraved with banners, helmets,
swords, and shields (worth 200 gp)
This treacherous ice bridge is thin and weak. A character • A belt pouch containing 1 pp
who succeeds on a DC 12 Wisdom (Perception) check
notices cracks below the surface. If two or more Small or Caves of Tapeesa

larger creatures stand on the bridge at the same time it
collapses, sending the occupants into the chasm below.

Q2. Frozen Adventurers

These blocks of ice contain the frozen remains of an
adventuring party that entered the caves a month ago.
They may have been killed by the monster at area Q3, by
a cave-in, or in some other way determined by the DM.

The bodies of the adventurers are contained in
the following descriptions. In addition to the items
mentioned, assume each adventurer is wearing winter
clothing and carrying standard adventuring equipment,
such as rations, iron spikes, etc.

A. First Block of Ice. Elhowin Ravenstone, a half-elf
rogue:

• Rough and greasy studded leather armor
• A small, round shield made of steel
• A fine +1 rapier with a mahogany grip and a pommel

engraved with a lion head
• A belt pouch containing 10 pp

Stom Bladeshott, a human warrior:

• Scarred and blood-stained studded leather armor
• A slim two-edged longsword

63

Q: Caves of Tapeesa

Q3. Great Ice Block and heir, and he is very worried about her. He offers the
characters 600 gp to find her and bring her home.
A 15-foot-high block of opaque ice sits in the middle of the
cavern. The sides are very slick and require a successful Hag Hideaway. A small cave has been carved out of the
DC 15 Strength (Athletics) check to climb. east side of the large ice block (area Q3). Inside lives a
bheur hag (see appendix A) named Peggy Frostgums and
Caves of Tapeesa Adventures her two winter wolves. Peggy is armed with a wand of
winter (see appendix C) that has 7 charges.
You can create your own adventures in the Caves of
Tapeesa or use the hooks and encounters from the Caves When confronted, Peggy quickly assesses the strength
of Tapeesa Encounters table to create an adventure. of the party and may try to negotiate rather than fight. She
You can roll randomly for the adventure or choose one is greedy and untrustworthy, however, and likely to break
appropriate for the average level of the characters. any bargain she makes.

Caves of Tapeesa Encounters Treasure. Inside the little cave are chairs, a table,
and a bed, all carved from ice. In an unlocked icy chest,
d4 Encounter Avg. Level alongside various bits of clothing and bric-a-brac, are 100
pp, 2,302 gp, 6,002 sp, and 9,320 cp.
1 Finding Biss 8th
Save Qimmiq
2 Save Qimmiq 10th
The small northern village of Qimmiq has recently been
3 White Death 16th ravaged by a ghastly creature, which witnesses say
resembled an enormous blue centipede with webbed spines
4 Stalking the Nightwalker 20th around its head. The villages have tracked the creature to
its lair in the Caves of Tapeesa but none dare enter.
Finding Biss
Story Hook. The town elders send a message to the
Biss Blazestone set off for the Caves of Tapeesa over characters, explaining their problem and begging for
a month ago in the company of her fellow adventurers. assistance. If the characters slay the creature, the elders
Soon after entering, they were all frozen solid in a offer 100 acres of good farmland near the village.
magical ice storm conjured by a hag.
Remorhaz. Resting behind the large ice block (area Q3)
Story Hook. An alderman named Talm Broadgelly is a remorhaz. It is hungry and aggressive.
contacts the characters. Biss Blazestone is his niece

64 Caves of Tapeesa

White Death Stalking the Nightwalker

Lareene Sunhall is the high priestess of the god of Andegar Banewind, a famous necromancer, recently
light. She has recently learned that a precious artifact, performed a dangerous experiment involving vast
the Book of Exalted Deeds, is in the possession of a amounts of necrotic energy. Something went wrong, and
fearsome dragon named Scarvamalaxis, which lives in he was drawn into the Negative Plane, with a nightwalker
the Caves of Tapeesa. appearing in his place.

Story Hook. The High Priestess of Lathander Celma The nightwalker fled from his tower and headed north.
Snowcloak (NG female Illuskan human priest) summons Andegar cannot return to the Material Plane until the
the characters to the Temple of Celestial Light. If the creature is sent back to the Negative Plane. If the creature
characters agree to slay the dragon and retrieve the is destroyed, Andegar is trapped forever.
artifact, she grants them a wish (using a ring of wishes in
her possession). Story Hook. The characters are approached by a very
anxious young mage named Cera Threehill (N female
Scarvamalaxis. Resting atop her treasure hoard Chondathan human mage). She is one of Andegar’s
on the large ice block (area Q3) is Scarvamalaxis, an assistants, and she quickly explains what has happened.
ancient white dragon. She is bored and may spend a few Using magic, she traced the vast undead creature to the
moments talking to the characters before attacking. Caves of Tapeesa, but she lacks the power to pursue it
herself.
Treasure. The dragon’s treasure hoard consists of the
following: She wants the characters to somehow lure the
nightwalker back to the Negative Plane. In return for their
• 1,701 pp help, she offers them one of her master’s most precious
items, a cubic gate.
• 15,203 gp
Nightwalker. The nightwalker (see appendix A) stands
• A copper chime inlaid with electrum (worth 500 gp) near the large ice block (area Q3) when the characters
enter the location. The creature is enormous, and its
• An ornate silver mirror set with onyx (worth 500 gp) black horns scrape the 30-foot-high ice ceiling. It hates all
living things and attacks on sight.
• A carved wooden staff studded with rubies (worth 500
gp)

• A silver jar containing Keoghtom’s ointment

• A ceramic jar containing a potion of cloud giant strength

• A glass bottle containing a potion of growth

• The Book of Exalted Deeds

Caves of Tapeesa
65

Mad King’s Hoard Hell Hounds. The hell hounds were raised by
Cinderbane to guard his treasure. They remain loyal to the
The fire giant King Cinderbane stole treasure from the king’s commands even though he is gone. A creature that
ancient red dragon Rubixtrolash to forge his golden succeeds on a DC 14 Wisdom (Perception) check notices
crown. The dragon, enraged at the theft, cursed the giant the hounds hiding beneath the gold. The hounds attack
king. Rubixtrolash’s magic slowly drove Cinderbane mad. any creature that comes within 10 feet of the hoard. If
The king became distrustful of his family and people. The hostile creatures stand near a pool of lava or the volcanic
mad king left with his treasure in the middle of the night gas, the hounds attempt to push them into the hazards.
and hid in a volcanic cave with mysterious connections to
the Plane of Fire. Cinderbane disappeared centuries ago, Iron Coins. The iron coins are extremely hot while in
but his lair’s defenses and treasures remain intact. the cave. A creature touching the hoard with exposed skin
takes 5 (1d10) fire damage each round it is in contact.
Mad King’s Hoard Features
From afar, the iron coins appear to be normal gold pieces,
The hoard cave has the following features: but upon close inspection the counterfeit is easy to spot.

• The ceiling in the cave is 60 feet high. Treasure. Roll on the Treasure Hoard: Challenge
11–16 table from chapter 7, “Treasure,” of the Dungeon
• Climbing the rough stone walls of the cave without Master’s Guide to determine the value and items
equipment requires a DC 13 Strength (Athletics) check. contained in the hoard.

• The cave is an area of extreme heat (see “Extreme Mad King’s Hoard Adventures
Heat” in chapter 5, “Adventure Environments,” of the
Dungeon Master’s Guide). You can create your own adventures in the hoard cave or
use the hooks and encounters from the Mad King’s Hoard
• Lava brightly lights the cave, and a volcanic haze lightly Encounters table to create an adventure. You can roll
obscures the area. randomly for the adventure or choose one appropriate for
the average level of the characters.
Mad King’s Hoard Areas
Mad King’s Hoard Encounters Avg. Level
The following areas are keyed to the Mad King’s Hoard 9th
map. d4 Encounter 10th
1 Lava Fingers 11th
R1. Lava Pools 2 Gold Negotiations 12th
3 Genie Bet
The lava pools in the cave are 100 feet deep. A creature 4 New Royalty
that enters or starts its turn in the lava takes 22 (4d10)
fire damage. Lava Fingers

A detect magic spell reveals the pools radiate auras of Armad Dolvan, a treasure-hunting wild magic sorcerer,
conjuration magic. Each time a creature takes damage found the treasure hoard. The hell hounds killed Armad
from entering the lava, roll a d20. On a result of 1, the by pushing him into a pool of lava. The magic in Armad’s
creature is instantly transported to the Plane of Fire and blood causes unstable reactions in the volcano.
hurtles through layers of flame. The creature must make
a DC 15 Constitution saving throw, taking 22 (4d10) fire Story Hook. A village near the volcano has started to
damage on a failed save or half as much on a successful notice an occasional lava flow come down the volcano
one. At the end of creature’s next turn, it returns to an from a cave mouth. A male voice accompanies each
unoccupied space of the DM’s choice next to the lava pool. flow, screaming, “Return me to my love!” Though the
lava has not harmed the village, each flow gets closer.
R2. Volcanic Gas The villagers beg the characters to investigate, claiming
legendary treasure is hidden in the cave.
This oily volcanic gas rises from thousands of miniscule
vents in the floor, rising all the way to the cave’s ceiling, Approaching the Cave. As the characters make their
where it escapes via more vents. The gas is opaque and way up the volcano, a flow of lava emerges from the cave’s
heavily obscures the area it occupies. mouth. Each creature walking or climbing up the volcano
must succeed on a DC 15 Dexterity saving throw or take
A creature that enters or starts its turn in the gas must 22 (4d10) fire damage as the lava flow catches them. The
make a DC 15 Constitution saving throw, taking 16 lava flow screams, “Return me to my love!” in a man’s
(3d10) poison damage and becoming poisoned for 1 hour voice, and parts of the lava appear to form a human’s face
on a failed save, or taking only half the damage and not wailing in agony.
gaining the poisoned condition on a successful save.
Living Lava. The lava is infused with the soul of Armad
A moderate wind (at least 10 miles per hour) creates Dolvan. When a creature (excepting hell hounds) starts
a gap in the gas large enough for a Large or smaller its turn within 15 feet of a lava pool, a hand made of lava
creature to walk through without taking damage. A strong attempts to grab the creature. The creature must succeed
wind (at least 20 miles per hour) creates a gap in the gas on a DC 15 Dexterity saving throw or take 16 (3d10) fire
large enough for any creature to walk through. damage and be grappled by the lava (escape DC 15). Each
creature that starts its turn grappled by the lava takes 16
R3. Treasure Hoard (3d10) fire damage.

The treasure hoard has the following features: When the lava forms a hand, it screams, “Return me
to my love!” A character who attempts to talk to the lava
• Six hell hounds hide beneath the hoard. and succeeds on a DC 15 Charisma (Intimidation or

• The art objects, gold, gems, and magic items that make
up the hoard are mixed with thousands of worthless
iron coins painted gold.

66 Mad King’s Hoard

R: Mad King’s Hoard

Persuasion) check gets the lava to stop grappling. Then Gold Negotiations
the lava forms Armad’s face in the pool, and he shares his
story (see “Armad’s Story” below), asking the characters King Cinderbane raided many settlements in his time.
to return his journal (see “Hidden Journal”) to his lover The king’s warriors killed and robbed Ardeid Casha,
Caman Dielo. wealthy gem merchant and father of Masmal Casha, who
now searches for the mad king’s hoard to take back what
Hidden Journal. Armad’s leather-bound journal is was stolen. Unbeknownst to Masmal, the half-dragon
on the floor in the volcanic gas. A character searching children of Rubixtrolash also search for the treasure.
the gas finds it with a successful DC 15 Intelligence
(Investigation) check. A detect magic spell also reveals the Story Hook. Masmal Casha (N female Calishite human
journal’s location, since Armad spilled a potion of healing knight) asks for the characters’ help exploring the hoard
on his book, and the liquid was absorbed into the pages. cave, promising to split the treasure evenly among all the
characters and herself.
The journal tells the story of Armad’s adventures and
the details listed in “Armad’s Story” below. If the journal Triplet Sisters. After the characters and Casha
is removed from the hoard cave, Armad’s soul rests, and overcome the hell hounds, Covetorash, Tyranixa, and
the lava presents no more trouble for the village. Coalgredil (CN female red-half dragon veterans) enter the
cave. These triplets of Rubixtrolash feel they have as much
Armad’s Story. Armad’s spirit in the lava and journal right to the hoard as Masmal. Masmal argues with the
can convey the following details to the characters: triplets about their claim. The argument comes to blows
if the characters do not intervene. If Masmal is dead or
• Armad was a wild magic sorcerer and adventurer. incapacitated, the sisters tell the characters to stand aside.

• Armad found many treasures during his career, but his A character who succeeds on two separate DC 15
ultimate goal was to find the treasure hoard of the mad Charisma (Persuasion) checks convinces the sisters
fire giant, King Cinderbane. and Masmal to split the treasure evenly among all
parties present (one check convinces the sisters, the
• Armad eventually found the hoard’s location through other convinces Masmal). A character who succeeds
divination magic. on a DC 17 Charisma (Intimidation or Persuasion)
convinces Masmal to back down and take no share,
• If Armad ever dies, he wants his journal delivered to the while a character who succeeds on a DC 20 Charisma
love of his life, Caman Dielo (who lives in a location of (Intimidation) check convinces the sisters to back down
the DM’s choice). without taking a share.

The soul of Armad is also able to convey the manner of
his death to the characters: the hell hounds pushed him
into the lava. As he died, Armad threw his journal to keep
it from burning.

Mad King’s Hoard
67

If no one backs down and no compromise is achieved, Story Hook. Ander Leth (N male Illuskan human spy)
the argument comes to blows. The sisters tell the is one of Firturok’s most loyal slaves. He approaches
characters they can have all the hoard’s magic items if the characters with a purse of 50 gp, telling them he
they turn on Masmal. The sisters want the art objects, got it from a nearby volcanic cave. Ander says there is
coins, and gems. more treasure in the cave, but he left it behind because
he couldn’t carry it all and the heat made him dizzy. He
Genie Bet encourages the characters to search the cave and get
treasure for themselves.
Hydalesh and Firturok are rival genies. The two made a
bet concerning which type of adventurers make the best The Bet. When the characters arrive in the cave,
slaves, and they plan to use the hoard cave to settle their Hydalesh, a marid, and Firturok, an efreeti, are both
argument. invisible after casting invisibility and tongues on
themselves. Hydalesh calls out, “Welcome, treasure
hunters! How about a friendly competition? A jade skull
is hidden in the treasure hoard. The first of you to find it
wins an extra treasure!”

Hydalesh believes spellcasters make the best slaves.
She bet a character finds the jade skull buried in the hoard
with the help of magic. Firturok believes warriors make
the best slaves. He bet a character finds the skull without
the aid of magic. The winner of the bet gets to keep the
treasure hoard and capture the characters as slaves.

If Hydalesh wins the bet, Firturok fumes but honors
the terms of the bet and returns to the Plane of Fire as
the marid attacks the characters. If Firturok wins the bet,
Hydalesh waits to see the outcome of the efreeti’s battle.
If Firturok falls, the marid attacks the characters, hoping
to capture them in their weakened states.

Jade Skull. The genies placed a 6-inch-diameter jade
skull at the bottom of the treasure pile. A character who
makes a successful DC 20 Intelligence (Investigation)
check finds the skull. A detect magic spell reveals the skull
radiates an aura of evocation magic. When touched, the
skull explodes in a burst of thunder. Each creature within
10 feet of the skull must make a DC 15 Constitution
saving throw, taking 28 (8d6) thunder damage on a failed
save or half as much on a successful one.

New Royalty

Prince Agatesh and Princess Virbane are descendants of
King Cinderbane. The siblings spent years searching for
the mad king’s hoard, finally discovering the location after
raiding a wizard’s library.

Story Hook. Kal Wrightscribe (N male Tethyrian human
mage) contacts the characters after waking to find his
library in shambles. The wizard tells the characters the
roof of his library was smashed but only two items were
taken. The first is his spellbook, which he wants back, and
the second was a map to the mad king’s hoard cave. Kal
shares a second copy of the map with the characters if
they agree to bring his spellbook back to him.

Fire Giants. After the characters deal with the hell
hounds, two fire giants, Prince Agatesh and Princess
Virbane, arrive. The giants demand the characters leave,
as the treasure belonged to their father. If the characters
agree to leave, the fire giants allow them to go unharmed.
Otherwise the giants attack, fighting until one of them
falls, then the other flees, promising revenge.

If the characters agree to leave peacefully, a successful
DC 15 Charisma (Persuasion) check convinces the giants
to hand over Kal’s spellbook.

Kal’s Spellbook. The giants carry Kal’s spellbook,
which contains all the spells he has prepared plus the
following spells: alarm, burning hands, charm person,
comprehend languages, detect thoughts, magic mouth,
major image, phantasmal killer, polymorph, and scrying.

Isle of Eternal Flame S2. North Cavern

Somewhere, deep in the bowels of an active volcano, a A small colony of firenewts likes to bathe in the
bubbling, molten rift connects the Material Plane and northeastern magma pool. If characters of 4th level or
the Elemental Plane of Fire. Once every century, the lower approach within 10 feet of the pool, four firenewt
rift opens for a single decade, signaled by the volcano’s warriors (see appendix A) spring out to defend the six
devastating eruption. firenewt noncombatants in the pool. If the characters
are higher level or make a successful DC 13 Charisma
The plume of ash and flame created by the mountain’s (Intimidation) check, the firenewts avoid conflict
eruption attract all manner of evil, heat-seeking creatures whenever possible.
to the lake of fire within the heart of the volcano, where
they tap the power of the elemental rift within. Over the The creatures on the central island (area S6) hear
ages, the call of fire has been heard by cultists of fiery combat in the cavern, turning their gaze northward to
deities, red dragons seeking to bask in the power of the watch for intruders.
elemental flame, and even the Prince of Eternal Flame
himself: Imix. S3. East Cavern

Isle of Eternal Flame Features A flock of 1d6 smoke mephits dance around the flame
geyser here. They loudly jeer at passing creatures, which
The Isle of Eternal Flame has the following features: alerts the creatures on the central island (area S6) if they
are not silenced quickly.
• This cavernous magma chamber has a sloped ceiling
60 feet high at the edges of the room, rising to 200 feet The smoke and explosive noise of the flame geyser
above the island (area S6). mask activity here from the creatures on the central
island unless it creates a particularly loud noise. If alerted,
• The cavern is brightly lit within 5 feet of the magma, and they turn their gaze eastward to look for intruders.
dimly lit in a 20-foot radius beyond that. Beyond that
radius, the cavern is pitch-black. S4. South Cavern

• Magma is difficult terrain. A creature wading through A pedantic xorn named Basalt-Cruncher sits on the land
magma takes 55 (10d10) fire damage, and a creature bridge between this cavern and the central island (area
that is fully submerged in magma takes 99 (18d10) S6). This magma-infused earth elemental is immune to
fire damage. Alternatively, if you want lava damage to fire damage, but isn’t resistant to bludgeoning, piercing,
be more survivable at lower levels, see the Damage or slashing damage. It refuses to let creatures pass unless
Severity and Level table in chapter 8, “Running the they work for the creatures on the central island, or if they
Game,” of the Dungeon Master’s Guide. Wading bribe it with at least 500 gp worth of gemstones, which it
through the lava is a dangerous hazard, while being promptly consumes before diving into the lava.
immersed in it is a deadly hazard.
Conversing with Basalt-Cruncher alerts the creatures
• Several massive patches of fragile volcanic glass on the central island, unless the characters succeed on
decorate this cavern, indicated by the darker ground a DC 13 Charisma (Stealth) check to speak quietly, and
marked T on the map. Any creature stepping on a on a DC 15 Charisma (Persuasion) check to convince the
sheet of obsidian must succeed on a DC 13 Dexterity xorn to speak quietly as well. If alerted, the creatures on
saving throw or crash through the glass, falling 30 the island turn southward to watch for intruders.
feet and taking 10 (3d6) slashing damage from the
glass shards. If a patch is adjacent to the lava moat,
magma pours into the pit once a creature falls in,
partially submerging a Medium creature or completely
submerging a Small or smaller creature at the start of
their next turn, and completely submerging a Medium
creature the turn after.

• Four flame geysers belch flame and smoke into the
air. A cloud of thick smoke surrounds these geysers
in a 5-foot radius, and this area is heavily obscured. A
creature that begins its turn above a flame geyser or
enters its 5-foot square for the first time on its turn must
make a DC 15 Dexterity saving throw or take 7 (2d6)
fire damage.

Isle of Eternal Flame Areas

The following areas are keyed to the Isle of Eternal Flame
on the map:

S1. West Cavern

A pack of 1d6 fire snake salamanders makes this cavern
their home. The creatures on the central island (area S6)
hear combat in the cavern, turning their gaze westward to
watch for intruders.

S: Isle of Eternal Flame

S5. Lava Moat this arch is transported to a tiny island in a trackless sea
of magma on the Elemental Plane of Fire. From there,
This river of searing magma casts the entire chamber in the mighty City of Brass can be seen as a speck on the
an otherworldly glow. Particularly brave creatures can horizon.
try to leap across it using the stones that peek above the
surface of the magma. These stones are superheated by S6. Treasure Hoard
the magma, and any creature that steps on one takes 7
(2d6) fire damage. A sparkling hoard of treasure sits in the center of this
volcanic lair, guarded by a number of watchful villains—
These stones are also unstable. If a creature weighs determined by which encounter you’re playing. This
200 pounds or more (including the weight of its carried cache of gold, items, sculptures, and jewels is a treasure
items), the stone crumbles as the creature steps on it. If hoard of the average level of the encounter set in this lair
the creature has at least 5 feet of movement remaining, it (see “Isle of Eternal Flame Encounters” in this document
can make a DC 13 Dexterity saving throw, leaping 5 feet and the Treasure Hoard tables in chapter 7, “Treasure,”
in any direction on a successful save. On a failed save, the of the Dungeon Master’s Guide).
stone crumbles beneath it too quickly, and the creature
falls into the lava and begins wading. On the start of its Isle of Eternal Flame Adventures
next turn, it sinks and is fully submerged by the magma
(see “Isle of Eternal Flame Features”). You can create your own adventures in the Isle of Eternal
Flame dungeon, or use the hooks and encounters from
A creature that enters the magma and takes damage the Isle of Eternal Flame Encounters table to create
must succeed a DC 20 Constitution saving throw or cry an adventure. You can roll randomly for the adventure
out, alerting the creatures on the central island (area S6) or choose one appropriate for the average level of the
to its presence. characters.

Watchful Eyes. If the creatures on this island are Isle of Eternal Flame Encounters
alerted by noise, any creature entering within 5 feet of the
moat must make a successful Dexterity (Stealth) check d4 Encounter Avg. Level
with a DC equal to 5 + the creatures’ highest passive
(Wisdom) Perception score or be noticed. 1 Ash-Cult of Imix 4th

Blazing Portal. This lake of lava is about 150 feet 2 Salamandrian Magmaforge 7th
deep. At the bottom is a 30-foot-tall stone archway that
blazes with spectral fire. Any creature that walks through 3 Phlogaroth the Flamebather 15th

4 Imix, Prince of Eternal Flame 18th

70 Isle of Eternal Flame

Ash-Cult of Imix Enemies. A total of two salamanders, six azers, and
one modified iron golem are present in areas S5 and S6.
Imix, Prince of Eternal Flame, is a demigod worshiped by
evil creatures who wish to see the world engulfed in flame Invincible Soldier. The salamanders call the volcano
so they can rule its ashes. Cults of Elemental Evil have “Magmaforge,” for they intend to forge a unique iron
cropped up across the multiverse, most notably in the golem. The mighty construct is not autonomous, like
Flanaess region of the world of Oerth, and in the Dessarin other golems, but it can be inhabited and piloted by a
Valley on the world of Toril. One such cult to Imix has creature of elemental fire. They believe their invincible
made its home in this volcano, where the fabric between soldier can crush any enemy that stands before them.
the Material and Elemental Planes is thin.
When the characters reach the central island, one of the
Humanoid worshipers of Imix brave this treacherous salamanders dives into the lava and swims to the bottom
magma chamber and suffer in its heat in order to hear of the lake, where the golem waits. A creature can use its
the words of the Disciple of Eternal Flame, a firenewt action to open the golem’s chest and enter, or close the
warlock of Imix who has prayed to his evil demigod in this chest if it’s already open. If another creature is inside it
volcano for decades. already, the creature on the outside must make a DC 18
Strength (Athletics) check to open the door.
Story Hook. Hikers and climbers have gone missing
around the mountain, and the local foresters and rangers The Invincible Soldier uses iron golem statistics, with
hire the characters to help find the missing climbers, the following changes, which decrease its challenge
to the tune of 20 gp each. Imix’s faithful kidnapped rating to 8 (3,900 XP):
the climbers and took them to the central island of the
magma chamber as sacrifices to their evil demigod. • The golem’s AC is reduced to 18.

Enemies. The Ash-Cult of Imix is comprised of eight • The golem has a swimming speed of 60 feet, and it can
human cultists, two hell hound guardians gifted to them swim through lava as if it were water.
by Imix, and their leader, a firenewt warlock of Imix (see
appendix A). Four of the cultists patrol the perimeter of • Whenever the golem takes damage, the pilot inside its
the lava lake, but the other cultists, the hounds, and the chest takes half that amount.
warlock remain in area S6.
• If the golem’s pilot is killed, it ceases to function until a
Kidnapped Sacrifices. Four humanoid explorers (use new pilot takes control.
the scout statistics) are tied up in the center of area S6.
Anointed with sacrificial oils, they await their destiny • The golem does not have the Multiattack action.
as sacrifices hurled into the lava. Consecrating each
sacrifice takes 10 minutes of prayer and chanting, but • The golem does not have the Magic Resistance trait.
the cult gladly uses these sacrifices as hostages instead,
threatening to kill them if the characters don’t back off. • The golem can’t use take any actions while submerged
in magma, or on a turn in which it emerges from
Treasure. In addition to the coins and valuable magma.
merchandise in the treasure pile, there is a +1 battleaxe,
three potions of healing, and a potion of climbing. Treasure. In addition to the coins and valuable
merchandise in the treasure pile, there is a +2 battleaxe,
Salamandrian Magmaforge three potions of greater healing, and a potion of fire giant
strength.
A host of salamanders recently emerged into this volcano
from the Elemental Plane of Fire and set to work taking Phlogaroth the Flamebather
over the surrounding area. Their plans are no greater
than establishing their own petty fiefdom, but the lands A duel between dragons took place in the skies above
surrounding the volcano are inhabited by dozens of this volcano mere days ago. The victor, a red dragon
farmsteads, thanks to the fertile volcanic soil. Their named Phlogaroth, smote his gold-scaled foe upon the
destruction would cause a famine in the region. mountainside and claimed the mountain as his own.
Known as “the Flamebather” among other dragons,
Story Hook. The local baroness was informed by her Phlogaroth took possession of the already massive
spymaster that a group of invaders from a foreign land treasure hoard of the mountain’s previous inhabitant,
made their lair in the caves of this mountain, pillaging and and now spends his days luxuriating in the mountain’s
torching the surrounding farms, threatening a famine. relaxingly warm magma pool.
The baroness is unaware that these “invaders” are
salamanders, and she begs the adventurers, as heroes of Story Hook. The dragon duel was visible for miles
the realm, to save her people, offering a 1,000 gp bounty around, and the sight of the gold dragon Olvinradawn
for head of the invaders’ commander. falling like a shooting star, wreathed in flame, was
captured in the songs and art of bards and painters across
Azer Slaves. The salamanders brought their six the realm. The gold dragon was a kind and trusted ally,
azer slaves with them into the Material Plane. These and none dared impugn upon his right to protect his
slaves are forced to work the Magmaforge and create treasure hoard, but now that it has been usurped by a
the salamanders’ invincible soldier. They attack the wicked red dragon, all manner of unscrupulous treasure
characters reluctantly at the salamanders’ orders, but hunters are planning their assault on the mountain.
they can be persuaded to fight alongside the characters
once one salamander falls. They can also be persuaded Enemies. The adult red dragon Phlogaroth resides
to revolt if one of the characters succeeds on a DC 18 within the mountain and sleeps upon his bed of treasure.
Charisma (Persuasion) check. This magma chamber is his lair. When he is alerted to
the characters’ presence, he dives into the lava. Instead
of a climb speed, Phlogaroth has a burrow speed and
swimming speed of 40 feet, but can only swim in lava.

Isle of Eternal Flame
71

Lava Pool. In this scenario, the lava pool extends begin his reign of fire. If the characters try to stop him, he
underneath the entire map, and the stone above it is 20 and his cultists fight to the death.
feet thick. Phlogaroth likes to swim into the lava pool
and disappear from sight, and then use his burrowing This volcano counts as Imix’s lair.
speed to dig through the floor of the chamber and ambush Fiery Retribution. The volcano erupts when Imix is
creatures hanging around the ring of the chamber. He reduced to 0 hit points. The magma pool expands at a
never burrows underneath his treasure hoard. rate of 20 feet per round, until the magma reaches the
ceiling. At this point, the volcano erupts, completely filling
Treasure. In addition to the coins and valuable the mountain’s underground passages with magma.
merchandise in the treasure pile, there is a +3 battleaxe, Massive lava flows surge down the sides of the mountain
three potions of superior healing, and an oil of at a rate of 120 feet per round.
slipperiness. A one-mile-radius cloud of choking ash fills the air above
the volcano, centered on its crater. Everything within the
Imix, Prince of Eternal Flame cloud’s area is heavily obscured, and all creatures within
the area must make a DC 21 Dexterity saving throw. A
This encounter has the same premise as the “Ash-Cult of creature takes 45 (10d8) fire damage on a failed save,
Imix” encounter, with the following changes: or half as much damage on a successful one. A creature
must also make this saving throw when it enters the
Rather than capturing four random mountaineers, cloud’s area for the first time on a turn or starts its turn
the Ash-Cult of Imix has kidnapped four princes from there. The cloud lasts for 24 hours and descends at a rate
nearby kingdoms, and is offering their souls—and all of of 10 feet per round, lingering on the ground until it is
the ransom money they took from their royal parents— dispersed. A wind of moderate or greater speed (at least
as tribute to their crimson demigod. Imix is pleased 10 miles per hour) causes it to move 10 feet per round in
by this offering and does his worshipers’ bidding until the wind’s direction.
his physical form is destroyed and he returns to the Stormy winds of at least 50 miles per hour, such as
Elemental Plane of Fire. those created by control weather or storm of vengeance,
can disperse the cloud over the course of one hour.
Enemies. A cabal of eight firenewt warlocks of Imix Treasure. In addition to the coins and valuable
(see appendix A) sit cross-legged and hand-in-hand in a merchandise in the treasure pile, there is a vorpal sword,
circle on the central island, chanting a call to draw Imix three potions of supreme healing, and a potion of storm
from his extraplanar domain. Two salamanders slither giant strength.
around the ring, keeping guard. When the characters
arrive, the ritual ends and the cabal cackles and dances
with deranged, wicked glee. One minute later, Imix (see
appendix A) bursts forth from the planar rift ready to

72 Isle of Eternal Flame

Hermit’s Path walls allow sources outside to dimly light the hut.

Morton Goodtree was a halfling druid who built a small • If a Medium or larger creature climbs on the crumbling
home near a forest river and worshipped Eldath, the walls or walks on the rotting roof, they must make a DC
Guardian of Groves. Morton lost his life battling cultists 10 Dexterity (Acrobatics) check. If the creature fails, the
of Imix, elemental Prince of Evil Fire. The cultists used hut collapses.
magic to dry the river, but Morton stopped them from
achieving their ultimate goal: burning the forest to the • A creature can push and collapse the hut by succeeding
ground. on a DC 18 Strength check made as an action.

As he died, Morton’s soul became one with the woods • A small pile of rubble in the northeast corner of the hut
he swore to protect. His spirit lives on near his ruined hides a book of prayers to Eldath.
home, offering wisdom to good folk who know how to
summon him. Merchants turned the old riverbed into a Collapsing the Hut. When the hut collapses, each
road and named it “Hermit’s Path” in honor of Morton. creature in the hut must make a DC 12 Dexterity saving
throw, taking 11 (2d10) bludgeoning damage on a failed
Hermit’s Path Features save, or half as much damage on a successful one. After
the hut is collapsed, the area it occupied becomes difficult
Hermit’s Path has the following features: terrain.

• The bottom of the path is 5 feet lower than the floor of Prayer Book. A Druidic message on the wall above
the surrounding forest. When a creature moves from the rubble hiding the book reads, “If you seek my
the path into the forest and vice versa it must spend an wisdom, find the buried book.” A character who makes a
extra 5 feet of movement speed to do so. successful DC 14 Wisdom (Perception) check notices the
book through cracks in the rubble.
• Rubble outside of the ruined hut (area T2) is difficult
terrain. A detect magic spell reveals the book radiates an aura
of conjuration magic. If a creature reads a prayer from the
• During the day, areas outside the ruined hut are brightly book aloud while inside (or standing atop the collapsed
lit by the sun, and at night they are dimly lit by the ruins of) the hut, the ghost of Morton appears.
moon.
When summoned, the cheerful spirit questions the
Hermit’s Path Areas creatures that conjured him about themselves and why
they seek him out. If he is satisfied they are on the side
The following areas are keyed to the Hermit’s Path map. of good and nature, and he does not catch them in a lie,
Morton is willing to share any knowledge he can about
T1. Pine Trees the forest where he dwelled, his past, or nature.

The pine trees on the map have the following features: If a creature attempts to harm the prayer book or
remove it from the hut, Morton’s ghost appears and
• Each pine tree is 1d12 x 10 feet tall. demands the book be put back, possessing and attacking
others to get his way if necessary.
• The trees’ branches are low to the ground and can be
climbed without an ability check. Hermit’s Path Adventures

• The areas the trees occupy are difficult terrain. You can create your own adventures on Hermit’s Path
or use the hooks and encounters from the Hermit’s Path
• Any creature in the same area the trees occupy has Encounters table to create an adventure. You can roll
three-quarters cover against attacks made by creatures randomly for the adventure or choose one appropriate for
outside the area. the average level of the characters.

• Each tree has 1d4-1 magic berries growing on its Hermit’s Path Encounters Avg. Level
branches. 1st
d4 Encounter 3rd
Magic Berries. A character notices a tree’s berries 1 Revenge of the Cult 7th
with a successful DC 14 Wisdom (Perception) check. A 2 Stone Face Bandits 10th
character who succeeds on a DC 15 Intelligence (Nature) 3 Treant Emergency
check knows these berries do not occur naturally on 4 The Mage’s Weather
trees. A druid or ranger character knows these berries
are similar to the type created by the goodberry spell. A Revenge of the Cult
detect magic spell reveals the berries radiate auras of
transmutation magic. Decades after their plan to burn the forest failed, the
cultists of Imix have returned to the wood to try again.
A creature can use its action to eat one berry. Eating a They plan to start their fire in the thick trees near
berry restores 1 hit point, and the berry provides enough Morton’s ruined hut.
nourishment to sustain a creature for one day. The
berries lose their potency if they have not been consumed Story Hook. As the characters travel along Hermit’s
within 24 hours after being picked. Path, they are attacked by three sprites named Lynx,
Geno, and Plum. The sprites heard that cultists camping
A tree grows 1d4-1 berries every 3d10 days and never nearby plan to burn down the forest. The sprites believe
has more than three berries at a time. the characters are the cultists, yelling, “Imix lovers!”
and “cultist jerks!” as they attack. A successful DC
T2. Ruined Hut 10 Charisma (Persuasion) check made as an action
convinces the sprites the characters are not cultists. If not
This ruined hut was once Morton’s home. It has the
following features:

• The hut’s ceiling is 6 feet high.

• One-inch-diameter (and smaller) holes in the roof and

Hermit’s Path
73

T: Hermit's Path Story Hook. Maldara Iltuzya (NG female Rashemi
human commoner) received a ransom note saying her
convinced sooner, the sprites realize their error at the end alchemist wife, Yiri, was captured by the Stone Face
of the second round of combat. Bandits. Business has been slow so Maldara cannot
afford the ransom, but she offers the characters three
When they realize their mistake, the sprites offer their potions of healing to rescue Yiri. Maldara knows Yiri was
apologies and use the magic berries (see area T1) to traveling Hermit’s Path when captured, and she suggests
help heal wounded characters. The fey explain they are the characters search along the road.
expecting cultists of Imix to arrive at any moment to burn
down the forest. They ask the characters for aid defeating Bandits. The Stone Face Bandits hide their identities
them. If the characters agree to help, the sprites give with stone facemasks. When the characters arrive near the
them three vials of antitoxin as thanks. hut, six bandits hide in the trees along the road, waiting
to ambush. They attack the characters with the intent of
Preparing for Battle. The characters have 1d4 hours knocking them unconscious and ransoming them.
to prepare for the cultists’ arrival. They can create traps,
find hiding places, and perform other preparations. If Lalana Omine (NE female Turami human bandit
the characters summon Morton’s ghost (see area T2), he captain) leads the Stone Face Bandits, standing guard
agrees to aid them in the coming battle. near the hut (area T2). If the battle looks grim for the
bandits, she opens the door and releases the cockatrice
Cult’s Arrival. The cult consists of six cultists led by (see “Prison Hut”). The cockatrice avoids the bandits. The
Varneen Glaredragon (CE female Chondathan human cult bandits flee if Lalana falls.
fanatic). The cultists carry lit torches and gather near the
center of the road on the map. If they are not interrupted, Prison Hut. The bandits keep prisoners in the hut,
they pray to Imix for 1 minute then begin lighting trees placing a heavy board over the building’s doorway to
on fire. If the cultists notice the characters, they attack, the outside. A successful DC 12 Strength check made
fighting until reduced to two cultists before fleeing. as an action allows characters to move the board aside.
Lalana’s pet cockatrice stays in the hut and turns
Stone Face Bandits captives to stone for safe keeping.

The Stone Face Bandits are a group of brigands who Three petrified prisoners are within the hut:
capture and ransom merchants traveling on Hermit’s
Path. The group stays near Morton’s ruined hut, which • Yiri Iltuzya (NG female Tethyrian human commoner)
contains their pet cockatrice.
• Rand Brightriver (N male Illuskan human commoner)
74 Hermit’s Path

• Hemid Sein (N male Calishite human commoner)

A prisoners’ petrified condition ends 4d6 hours after the
characters find them. Each is a merchant the Stone Face
Bandits is ransoming.

Treasure. Lalana carries a belt pouch containing 200 gp.

Treant Emergency

The treant Greatbranch recently killed a coven of green
hags performing wicked experiments to create undead
plants in the forest. During the battle, the hags cursed
the treant. Greatbranch is rotting from the outside in and
seeks help from its old friend, Morton Goodtree.

Story Hook. As the characters travel Hermit’s Path,
Greatbranch the treant approaches them. It is clear from
the brown leaves and rot covering Greatbranch that it is
sick. Greatbranch tells the characters its story then asks
for help finding Morton. The treant hasn’t seen Morton
for some time but knows a ghost lives in the nearby hut
(area T2).

Morton’s List. If the characters summon Morton, the
ghost tells them the situation is grim. If Greatbranch is
not healed soon, the treant will turn into an evil undead
creature (see “Greatbranch’s Timer”). Morton knows of a
magic elixir that can cure Greatbranch, but he needs the
characters’ help gathering the ingredients.

The characters can make ability checks to gather the
following ingredients. If a character fails a check, 1 hour is
wasted trying to find the ingredient before the check can
be repeated. The characters can search for ingredients
individually or in smaller groups to try to save time.

• The Heart of a Giant Elk. A character who succeeds on
a DC 15 Wisdom (Survival) check finds a giant elk in
the forest after 1 hour of hunting.

• A Piece of Bark from a Dryad’s Tree. A character
who succeeds on a DC 15 Intelligence (Nature) check

finds a dryad’s tree with the dryad nearby after 1 hour The Mage’s Weather
of searching. The dryad agrees to give a piece of bark
to the characters with a successful DC 15 Charisma Rizima Seret, Morton’s best friend, finally has the power
(Persuasion) check. A character who makes a successful to restore the river that is now Hermit’s Path. She truly
DC 14 Dexterity (Sleight of Hand) check steals some believes restoring the river is the best way to honor her
bark without the dryad noticing. If the dryad notices a fallen friend. The elderly wizard does not realize her plan
character taking bark without permission, she attacks. will cause more harm than good.

• Pixie Dust. A character who makes a successful DC Story Hook. For nearly 30 days, it has rained every day
15 Intelligence (Arcana) check finds a grove of twenty over a 5-mile region of the forest centered on the area
pixies. If they spot the characters, the pixies try to flee, containing Morton’s ruined hut (area T2). This rain is
but a character making a successful DC 14 Charisma clearly unnatural, for it occurs with such consistency and
(Intimidation or Persuasion) check gets the pixies to in the same exact area.
give away some of their dust.
A group of merchants gives the characters 1,000 gp to
• Twenty Magic Berries. No checks are required to investigate and end the unnatural rain, which is causing
find the berries since Morton can point them out (see dangerous mudslides and preventing them from selling
area T1), but harvesting them all takes one character 1 their wares.
hour, two characters a 30 minutes, and three or more
characters 15 minutes. Rizima’s Plan. Rizima (N female Mulan human
archmage with the control weather spell prepared
Making the Elixir. Once the characters have all the instead of the mind blank spell) casts control weather to
ingredients, Morton requires their help making the make it rain each day at dawn, then she takes cover in the
elixir quickly. Have the characters make a group DC trees. The river is not full yet, but the road is muddy and
10 Intelligence (Arcana) check. Characters proficient holds several inches of water.
with alchemist’s supplies automatically succeed on
their individual check. If the group check succeeds, the While Rizima concentrates on her spell, she uses the
characters make the elixir in 1 hour. If the check fails, the ring of invisibility that she wears to stay hidden, though
characters still make the elixir, but it takes 2 hours. characters with a passive Wisdom (Perception) score of
17 or higher notices her outline in the rain.
Greatbranch’s Timer. If the characters make the
elixir in 5 or fewer hours after summoning Morton, If the characters notice and approach Rizima, she
Greatbranch is saved. If it takes the characters more than claims to have no idea what is causing the rain, and
5 hours to make the elixir, they are too late. Greatbranch she speaks fondly of her old friend, Morton, who she
attacks them after transforming into a creature that is a believes would love to see the rain bring back the river.
treant with the following changes: A character who succeeds on a Wisdom (Insight) check
opposed by Rizima’s Charisma (Deception) check can tell
• Greatbranch is undead. she is lying about the rain. A character who succeeds on a
DC 15 Charisma (Intimidation or Persuasion) check gets
• Greatbranch’s alignment is chaotic evil. Rizima to admit she is the cause of the rain.

Treasure. If the characters save Greatbranch, Morton If a character tells Rizima her rain is causing mudslides
rewards them by giving the character with the highest and succeeds on a DC 18 Charisma (Persuasion) check,
Wisdom score a blessing of animal conjuring (see she agrees to stop casting the spell, though it pains her
“Blessings” in chapter 7, “Treasure” of the Dungeon to do so. If this check fails, Rizima attacks the characters
Master’s Guide). with the intent of knocking them unconscious and tying
them up until her work is done. If the characters summon
Morton (see area T2) and convince him to speak with his 75
friend, she immediately stops the rain.

Hermit’s Path

Chromatic Vault U: Chromatic Vault

Over a millennium ago, Terga the Bold had one goal after If a creature touches a dragon statue that is not
her husband, Sageroth, died from red wyrm’s fire: kill every activated, the statue summons a creature in the
chromatic dragon. Terga forged a dragon-killing blade unoccupied space closest to the statue. That creature
bound with Sageroth’s soul. She slew so many dragons that attacks any intruders in the vault.
great wyrms came together to plot her demise.
The dragon colors, the specific energy type needed to
They paid Terga’s warriors to betray her, and after activate each, and the creature it summons are listed on
she was killed, they hid the sword in a vault of their own the Dragon Statues table.
design. These dragons wanted the sword intact should they
ever need the blade to kill their metallic kin. Many warriors Dragon Statues
have died seeking the treasure of the Chromatic Vault.
Statue Color Activation Damage Creature
Chromatic Vault Features a White Cold Ice Mephit
b Blue Lightning Dust Mephit
The Chromatic Vault has the following features: c Red Fire Magmin
d Black Acid Grey ooze
• The ceiling of the vault is 60 feet above the first floor. e Green Poison Giant wasp

• The balcony of the vault is 30 feet above the first floor. U3. Tiamat’s Pedestal

• A detect magic spell reveals the walls of the vault Tiamat’s Pedestal has the following features:
radiate auras of conjuration magic. The vault’s walls
produce clear grease and require a DC 17 Strength • The top of the pedestal is 5 feet high and covered in
(Athletics) check to climb. bloodstains.

• When the characters enter the vault and every 5 • Five stone heads, each one representing a different
minutes after that, a disembodied voice whispers in color of chromatic dragon, hold colored balls of light in
Draconic, “Show us the breaths and the hoard is yours.” their mouths.

• The multicolored lights of Tiamat’s Pedestal (area U3)
dimly light the vault.

Chromatic Vault Areas

The following areas are keyed to the Chromatic Vault map.

U1. Entrance Well

A tunnel with a hidden entrance that requires a DC 12
Intelligence (Investigation) check to find leads to the
bottom of this well, which has the following features:

• The floor of the well is trapped.

• The well is 30 feet deep.

• The walls of the well are covered in grease (see
“Chromatic Vault Features”).

• The top of the well extends 3 feet above the first floor of
the vault.

Floor Trap. A character who succeeds on a DC12
Wisdom (Perception) check notices the Draconic word
for “thunder” carved in tiny runes in the center of the well
floor. A detect magic spell reveals these runes radiate an
aura of evocation magic.

When a creature that is not a dragon touches the well
floor, the trap activates. While the trap is active each round
on initiative count 0, a burst of energy flares up from the
floor. Each creature in the well must succeed on a DC 13
Constitution saving throw or take 3 (1d6) thunder damage.

As an action, a creature can scratch out the Draconic
runes, which causes the trap to stop functioning.

U2. Dragon Statues

A detect magic spell reveals the dragon statues radiate
auras of conjuration magic. Each statue depicts a color of
chromatic dragon and is magically connected to the head of
the same color of dragon on Tiamat’s Pedestal (area U3).

If a dragon statue takes a specific type of damage, it is
activated and the connected head on the pedestal roars
and opens its mouth in a snarl (see area U3 for more
information).

76 Chromatic Vault

• A detect magic spell reveals the pedestal radiates auras Winged Kobolds. Mariket, Snaggle, Burio, and any
of conjuration and transmutation magic. kobolds surviving the initial encounter are in the vault
when the characters arrive. These winged kobolds
Dragon Heads. Each of the dragon heads is magically attack intruders. When only one kobold remains, it flees,
connected to a dragon statue. See area U2 for more touching as many inactivate dragon statues as it can on its
information about activating the statues. Each dragon way out. The kobolds know to avoid the statues otherwise.
head has its jaws closed around a ball of light, opening its
jaws when the connected statue is activated. Each head’s Magmin Mayhem
ball of light is the same color as the dragon it represents
except for black, which has a purple light. An unfortunate adventurer recently met his end in the
vault when he summoned a magmin. That magmin
When each statue is activated, a flying sword with 30 realized it could summon more of its kind by poking the
hit points and made in the likeness of the sword Sageroth red dragon statue with the adventurer’s sword. The sword
appears above the pedestal and attacks intruders in melted in the magmin’s hand, and it seeks another to
the vault. When this flying sword is destroyed, the real summon more of its brethren.
Sageroth materializes on the pedestal.
Story Hook. The characters find an old map that
Pedestal Top. When a creature moves from the first leads to the vault. The vault is not named on the map,
floor to the top of the pedestal and vice versa, it must but an “X” marks its location with the Draconic word for
spend an extra 5 feet of movement speed to do so. If a “treasure” next to it.
creature ends its turn on top of the pedestal and all the
statues are not activated (see area U2), the pedestal Magmins. When the characters enter the vault, three
extends quickly and rockets its top into the ceiling. magmins hide on the balcony. They attack any character
wielding a sword. If the character falls, they take the
Each creature on the pedestal must make a DC 10 weapon and use it to summon more magmins.
Dexterity saving throw. Creatures that succeed jump off
the top of the pedestal and land in the nearest unoccupied Corpse. The charred body of a human in ruined
space. Creatures that fail take 10 (3d6) bludgeoning chainmail near a melted sword lays in front of the red
damage and are knocked prone. After the pedestal dragon statue.
rockets into the ceiling, it immediately retracts to its
original position.

Treasure. See “Sageroth” in appendix C for more
information about the sword.

Chromatic Vault Adventures

You can create your own adventures in the Chromatic
Vault or use the hooks and encounters from the
Chromatic Vault Encounters table to create an adventure.
You can roll randomly for the adventure or choose one
appropriate for the average level of the characters.

Chromatic Vault Encounters Avg. Level
1st
d4 Encounter 2nd
1 Kobold Club 5th
2 Magmin Mayhem 6th
3 Mage Malfunction
4 Brass Guardian

Kobold Club

A group of kobolds found the Chromatic Vault, but only
the winged kobolds were able to fly through the well
without activating its trap. The winged kobolds took this
as a sign that they are truly blessed by Tiamat.

They took up the vault as their lair and believe it is their
sworn duty to protect the place (though they have no idea
what its purpose is). The kobolds without wings left the
vault in a huff.

Story Hook. A village near the vault is raided by Fezlet
and Kronic, two winged kobolds stealing food for their kin
in the vault. A character who succeeds on a DC 7 Charisma
(Intimidation or Persuasion) check gets a captured
kobold to reveal the entrance to the vault. If one of the
kobolds dies, the other flees, and a character who makes a
successful DC 10 Wisdom (Perception or Survival) check
follows the fleeing kobold’s trail to the vault.

Chromatic Vault
77

Malfunctioning Heads

d10 Head Color Damage

1–2 a White Cold

3–4 b Blue Lightning

5–6 c Red Fire

7–8 d Black Acid

9–10 e Green Poison

Brass Guardian

Mage Malfunction The brass dragon Somulos is on the hunt for
Sageroth to add to her hoard. The talkative dragon
The mage Rona Gosto is a dragon scholar who entered desires an intelligent weapon she can chat with for
the vault to find Sageroth. Rona cast an animate objects
spell on Tiamat’s Pedestal to try to unlock its secrets, days on end. She made it to the vault, but after
but the magic of her spell disrupted the magic of the days of trying, she cannot figure out how to get
pedestal, turning the object of Tiamat into something the sword.
even more dangerous.
Story Hook. The characters find a chromatic
Story Hook. Rona Gosto (CN female Turami human dragon’s journal detailing the legend of Terga
mage) asks the characters to accompany her to the the Bold, Sageroth, and the Chromatic Vault’s
Chromatic Vault to help fix her mistake and find location.
Sageroth. She tells the characters they can have the Red Dragon Statue. By the time the
sword after she gets a chance to study it for 1 year. characters enter the vault, Somulos activated the
red dragon statue (see area U2) with her fire breath.
Vault Malfunction. Tiamat’s Pedestal (area U3) is Somulos. When the characters enter the vault,
quickly spinning in place in a counter-clockwise direction. Somulos, a young brass dragon, is thrilled to see
The heads on the pedestal shoot colored beams of energy them. The chatty dragon talks to the characters nonstop.
out of their mouths. First, she asks each one individually about their name,
background, and profession. She asks why they came
When the characters are in any area of the vault except to the vault, then she shares the vault’s history (even if
the well (area U1), each round on initiative count 0 roll on the characters already know it) and her own reasons for
the Malfunctioning Pedestal table to determine which head seeking Sageroth.
randomly targets a vault intruder with a ranged spell attack. Once verbose introductions are done, Somulos offers
All heads have a heads’ +7 bonuses to attack rolls and deal a deal to the characters. If they help her get the sword,
2d10 damage of the type show on the table on a hit. she can give them gold and a magic item of their choice
from her hoard. If the characters do not agree, the
When a statue is activated (see area U2), the connected dragon attacks some of the inactive statues to summon
head stops attacking. When all the statues are activated, monsters to keep the characters busy while she figures
the pedestal stops spinning. A successful casting of the out the vault.
dispel magic spell (DC 15) causes the pedestal to stop If the characters agree to Somulos’ deal, she launches
spinning and the heads to stop attacking. into an explanation of how she activated the red dragon
statue, how the statues can summon hostile monsters,
and how the pedestal is a dangerous trap. She then
discusses every possible theory she can with the
characters, including several incorrect ones of her own,
before trying whatever they suggest to unlock the vault.
While the characters work, Somulos continues to chat
with them.
If it looks like the characters are close to revealing the
sword, Somulos does not want the conversation to end.
She summons creatures by attacking the statues, trying
to make the conjuring look like a clumsy accident if she
struck a deal with the characters. A character who makes
a successful DC 15 Charisma (Intimidation or Persuasion)
check gets the dragon to stop summoning creatures.
If Somulos gains possession of Sageroth, she talks to the
weapon, asking for its story. When she realizes the weapon
only communicates by transmitting emotions, she is
disappointed. She drops the sword, telling the characters
they can have the weapon as she exits the vault.

78 Chromatic Vault

Tallow Town thug). He pretends to be a friend to the chandlers, but he
is a plant and spy for the local thieves’ guild. He works
Recently, life in the city has been rough for the residents to subvert the good chandlers, setting up operations to
of the neighborhood called Tallow Town, home of the steal their money and use them for even more nefarious
Chandlers’ Guild. Large shipments of lamp oil lowered purposes.
demand for candles, leaving the candlemakers with less
income than normal. Story. During the Festival of Night, Poochie hands
out free ale to the adults and lemony fruit water to the
Such ebbs and flows in the economic reality of the city is children. He may be involved in the attack on the town
normal, and no one is panicking yet. Guildmistress Jaunti (see “Tallow Town Adventures”).
Lieu of the Chandlers’ Guild sees morale is low, however.
With the Festival of Night approaching, she has decided to V3. Apprentice Hall
hold a large celebration to lift the spirits of the members of
the guild, the associated workers, and their families. This building houses three apprentice chandlers (N half-
elf commoners) named Estelle, Visk, and Stohl. During
The Festival of Night celebrates life by recognizing and the day they assist chandlers in their candle-making
normalizing death. Celebrants dress in unusual, colorful efforts. At night they rest in their rooms.
costumes, travelling to the homes of friends and family
in a sort of progressive party. Some homes serve food, The larger room contains a table and chairs that are
others offer small gifts, and others provide entertainment used as meeting areas for members of the Chandler’s
throughout the evening. Guild when the Guildhall is in use.

This year, the Festival of Night promises to be one of Story. During the Festival of Night, the three
the most memorable, as Guildmistress Jaunti releases apprentices are entertaining revelers with a puppet show,
extra funds to her people to add to the extravagance. enhanced by magical candles that can give off different
Unfortunately, some evil forces are at work in Tallow colored light, as if treated with a prestidigitation spell.
Town this year as well, threatening to turn the Festival of
Night into the Festival of Fright. V4. Stables

Tallow Town Features The stables are overseen by a groom (NG male lightfoot
halfling commoner) called “Charley Horse” by the locals.
Tallow Town has the following features: Charley lives at the stable and cares for the three draft
horses that pull carts loaded with materials and finished
• All one-story buildings are made of wood and measure tallow products.
10-feet high to a flat roof. Two story buildings are 20-
feet high. Treasure. Charley’s quarters are sparse, but an
unlocked chest there contains 50 gp and a potion of
• Climbing the walls of the buildings without equipment animal friendship for rare cases when he loses control of
requires a successful DC 10 Strength (Athletics) check. his charges.

• Outer doors are locked unless otherwise noted, and Story. During the Festival of Night, Charley is giving
can be opened with a successful DC 10 Dexterity check rides on the horses to the children. If hostilities break
by a creature proficient with thieves’ tool. They can be out near the horses, they rear and attack. One horse can
smashed open with a successful DC 15 Strength check. be calmed as an action with a successful DC 10 Wisdom
Inner doors are unlocked unless otherwise noted. (Animal Handling) check.

• Outer windows are latched but can be opened from V5. Workshop
the outside with a successful DC 15 Dexterity (Sleight
of Hand) check or smashed with a successful DC 10 This two-story building acts as a workshop for the guild.
Strength check. The first room is a meeting chamber, where officials
coming to speak to the guild wait until they are called into
Tallow Town Areas the other rooms.

The following areas are keyed to the Tallow Town map. The room on the left is the office of Jardun, secretary
of the Chandlers’ Guild (LE male Damaran human
V1. Guild Office commoner). Official records are stored here. Jardun
is embezzling funds from the guild, skimming small
During the day, Guildmistress Jaunti (NG female forest amounts each month to pay off debts to shady underworld
gnome commoner) works in this building, managing the moneylenders.
business of her guild. She is a tenacious advocate for
those who count on her, and she is adored by her people. The room on the right is the main workshop, where
guild members experiment with new production methods.
Her office holds a single barred cell. In her role of
guildmistress, she is technically an official of the city, The second floor, accessed by a steep staircase, houses
and she can arrest and hold people until the proper supplies and other goods of interest to the guild.
authorities are summoned. The lock on the iron bars can
be opened by a creature proficient with thieves’ tools who Treasure. Jardun’s office contains a secret safe, set
succeed on a DC 20 Dexterity check. into the fireplace. Finding the safe requires a successful
DC 15 Intelligence (Investigation) check. The safe’s
Story. During the Festival of Night, she waits here to combination lock can only be picked with a successful DC
hand out hams to the adults in her employ and sweet 20 Dexterity check by a creature proficient with thieves’
treats to the children. tools. Jardun and Jaunti are the only ones who know the
combination. Inside the safe are gems worth a total of
V2. Poochie’s Tavern 500 gp, property of the guild.

This rough inn is operated by Poochie (NE male half-orc Story. During the Festival of Night, this area is locked
and no one is present.
79
Tallow Town

V: Tallow Town

V6. Grumpy Kerd V8. Temple of Light

Kerd (N male Tethyrian human commoner) was the For as long as anyone can remember, Tallow Town and
guildmaster before Jaunti. When it was clear he was its residents have supported a temple to the goddess of
suffering from a disease that affected his mind, he was light. The current priestess is Alahannah (LG female
provided with a simple home in Tallow Town. The Chondathan human acolyte).
members of the guild and their families take turns
caring for him. Treasure. In a locked chest within Alahannah’s private
quarters are 40 gp, four vials of holy water, and a potion
Even when he was sound, Kerd was grumpy and of healing.
acerbic. His mental condition has removed any filters he
may have once had, leaving him verbally abusive to all he Story. During the Festival of Night, Alahannah
comes into contact with. welcomes celebrants to the temple, providing stories of
the light goddess’s benevolence, and giving dolls and toys
Story. During the Festival of Night, Kerd locks himself to the children.
in his home. A handwritten sign on parchment saying,
“Go Away,” is nailed to his front door. V9. Guildhall

V7. Guard Quarters The Chandlers’ Guild guildhall is the largest building in
Tallow Town. Used for guild meetings, public events,
Two guards (N female and male shield dwarf guards) education, elections, and other business and social
named Fellisa and Drurin share this home. They alternate gatherings, the hall’s upkeep and decoration is a priority, as
12-hour shifts guarding the town, so they are rarely in the it reflects and prestige and success of the Chandler’s Guild.
house at the same time.
Story. During the Festival of Night, the hall acts as the
Treasure. The pair of dwarves have little of value, but final meeting place for the revelers after their progressive
they keep an expensive cask of dwarven ale in the closet party. Here a large meal is served, the children play
for special occasions. The brew is worth 25 gp to the games, and the adults socialize and gossip.
right buyer.
Tallow Town Adventures
Story. During the Festival of Night, both dwarves are on
patrol around the streets of Tallow Town, and their home You can create your own adventures in Tallow Town or
is locked. use the hooks and encounters from the Tallow Town
Encounters table to create an adventure. You can roll
randomly for the adventure or choose one appropriate for
the average level of the characters.

80 Tallow Town

Tallow Town Encounters Avg. Level
1st
d4 Encounter 2nd
1 Guild Heist 3rd
2 Druid’s Revenge 4th
3 The Chaos Candles
4 Steal the Darkness

Guild Heist

Poochie (area V2) has learned about the stash of gems in
the hidden vault in the Chandlers’ Workshop (area V5).
He reported this to his contact at the local thieves’ guild,
who plans to use the chaos of the Festival of Night to steal
the valuable gems.

Story Hook. Guildmistress Jaunti Lieu invites the
characters to join her flock in their Festival of Night
celebrations before discussing some business details.
The characters can move through the town, partake in
activities, and meet the townsfolk before the bandits
attack the town at the height of the celebration.

The Leader. Jejel (LE female Mulan human bandit
leader) is Poochie’s contact, and she is at his bar
throughout the evening, pretending to be a simple traveler
having a drink. When it is time to attack, she signals her
accomplices waiting on the outskirts of town. She then
attempts to break into the Guild Workshop (area V5) and
steal the gems. Poochie only assists her if the adventurers
confront her in his bar, and if he is sure the characters
can be defeated easily.

Accomplices. Two groups of human bandits, with
each group consisting of six members, await Jejel’s
signal. When they get the signal, one group moves into
the area from the east, attacking with their scimitars.
These bandits are disguised to look like zombies, hoping
to confuse and scare away anyone who might otherwise
attack. A successful DC 15 Wisdom (Insight) check
reveals the disguise.

These bandits attack the revelers, but they do not try to
kill them. If the characters or either of the dwarf guards
(see area V7) confront them, these bandits start fighting
to kill.

The other group of bandits are in place to reinforce
the original group, with the express purpose of driving
anyone away who might be in the vicinity of the Guildhall
(area V5).

Treasure. Jejel carries a vial of acid and 25 gp, as
well as a silver set of thieves’ tools worth 50 gp. If the
characters foil the thieves’ plans, Jaunti offers a reward 50
gp for their bravery.

Druid’s Revenge

The halfling groom Charley (area V4) has a dark secret.
He once worked with a dark druid called Gorse (NE
female lightfoot halfling druid). When he saw the evil
Gorse was perpetrating, Charley moved to the city and
started a new life. Angry at the betrayal, Gorse tracked
Charley to his new home, and now she plans to wreak
havoc on him and those he cares for.

Story Hook. The city has noted an increase in wild
animal attacks in the city, located in the area known as
Tallow Town. As the adventurers stroll through the city
one evening, they catch a glimpse of what looks like a
bear moving in that direction. Their investigation leads
them into Tallow Town during the Festival of Night.

Traveling Zoo. Gorse disguises her menagerie of The second goal is to break into the workshop (area
creatures as a travelling zoo. During the Festival of Night, V5) and destroy all documents that contain the means or
she pulls up in her caravan, pretending to offer a thrill to recipe to create the chaos-tainted candles. This is carried
the residents of Tallow Town. When a crowd has formed, out by a two tridrones and two duodrones.
she releases her pets on the crowd: a brown bear, an
ape, two boars, and four giant crabs. Since most of the revelers are wearing elaborate
costumes because of the Festival of Night, it is difficult to
While the distraction sends the citizens into a panic, tell that the modrons aren't normal citizens in disguise.
she sneaks off to search for Charley, who is at work
in his stables. If the characters do not see her leave or Candles of Chaos. Any of the areas that are burning
miss other clues, she might kill Charley and flee before candles have a chance of unleashing the chaos candle
anyone notices. magic in the area. Those within 20 feet of a chaos candle
must succeed on a DC 15 Wisdom saving throw or suffer
The Chaos Candles the effects of a confusion spell.

Kerd (see area V6) is not suffering from a natural ailment. Steal the Darkness
His mind has been warped by slaad magic from the plane
of Limbo. Infected with the chaos magic, he invented Long ago, a priest of the evil god of murder and death
new tallow-making and candle-processes. These tainted crafted a powerful holy symbol that gave him a special
candles would infect the minds of any who inhaled their connection to his deity. A party of adventurers defeated
fumes. A team of modrons enter the area, tasked with him and gave that symbol to priests of the goddess of light.
dragging Kerd back to Mechanus with them, in addition
to stealing the formulae for creating the chaos candles. They tried to destroy the holy symbol but failed. Instead
they decided to hide the symbol in an altar to keep it out
Story Hook. A shipment of candles was stolen, and of the hands of evil.
guild secretary Jardun wants adventurers to figure out
what is happening. He fears the culprits might be those to Over the years the symbol in the altar was forgotten,
whom he owes money, but he doesn’t want to admit his and recently the altar was moved to the temple of light in
past transgressions. He invites the characters to enjoy the Tallow Town. Agents of the evil god learned that the holy
Festival of Night before talking business. symbol was there, and they plan to steal it away during
the Festival of Night.
Modron Incursion. The modrons have two goals, and
they carry them out with ruthless efficiency. Story Hook. Alahannah (see area V8) has been warned
by other clerics in the city of increased undead activity
The first goal is to capture Kerd and bring him, alive, near Tallow Town. She invites the adventurers to her
back to Mechanus to see what caused his malady. This is temple of speak of this. Since the Festival of Night is
carried out by a quadrone and four monodrones. occurring, she suggests they join the party to have fun but
also to keep an eye on the proceedings. She offers them
50 gp or free spellcasting services as a reward.

The Reaper. A figure in a dark cloak, known as the
Reaper to her followers, plans to take possession of the
evil holy symbol and lead a new death cult in a reign of
terror in the city. The Reaper (CE female Tehtyrian human
cult fanatic) has been gift undead servants by her dark
god, and she plans to use them to cut a path to the altar.

The Undead Troops. The Reaper commands eight
skeletons, eight zombies, two ghouls, and a wight.
These creatures, when they attack, move toward the
center of Tallow Town from all directions, herding the
screaming innocents toward a central kill zone. While this
is happening, the Reaper enters the temple by herself.

The Altar. The altar to the light goddess is displayed
prominently in the corner of the temple. The lid is
locked and trapped. Anyone trying to force it open
triggers the trap. All creatures within 5 feet of the altar
must succeed on a DC 12 Charisma saving throw or
take 11 (2d10) radiant damage, or half as much damage
on a successful save.

The altar can be opened with a successful DC 10
Dexterity check by a creature proficient with thieves’
tools, or by a creature who makes a successful DC 15
Charisma (Religion) check to say a convincing prayer to
the goddess of light.

The Holy Symbol. The holy symbol of death in the altar
is an amulet of proof against detection and location. It can
also have other powers of darkness as fits your campaign.

82 Tallow Town

Appendix A: Monsters & NPCs

This appendix details monster and NPC stats that do not
appear in the Monster Manual.

Apprentice Wizard

Medium humanoid (any race), any alignment

Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)

Skills Arcana +4, History +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)

Spellcasting. The apprentice is a 1st-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Archer 83

Medium humanoid (any race), any alignment

Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)

Archer’s Eye (3/Day). As a bonus action, the archer can
add 1d10 to its next attack or damage roll with a longbow
or shortbow.

Actions

Multiattack. The archer makes two attacks with its longbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

Appendix A: Monsters & NPCs

Ancient Silver Shadow Dragon each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
Gargantuan dragon, lawful good the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Armor Class 22 (natural armor)
Hit Points 487 (25d20 + 225) Breath Weapons (Recharge 5–6). The dragon uses one of the
Speed 40 ft., fly 80 ft. following breath weapons.

STR DEX CON INT WIS CHA Necrotic Breath. The dragon exhales an icy blast in a 90-
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) foot cone. Each creature in that area must make a DC 24
Constitution saving throw, taking 67 (15d8) necrotic damage
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 on a failed save, or half as much damage on a successful
Skills Arcana +11, History +11, Perception +16, Stealth +7 one. A humanoid reduced to 0 hit points by this damage
Damage Resistances necrotic dies, and an undead shadow rises from its corpse and acts
Damage Immunities cold immediately after the dragon in the initiative count. The
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 shadow is under the dragon’s control.
Languages Common, Draconic
Challenge 23 (50,000 XP) Paralyzing Breath. The dragon exhales paralyzing gas in a 90-
foot cone. Each creature in that area must succeed on a DC
Legendary Resistance (3/Day). If the dragon fails a saving throw, 24 Constitution saving throw or be paralyzed for 1 minute. A
it can choose to succeed instead. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Living Shadow. While in dim light or darkness, the dragon has
resistance to damage that isn’t force, psychic, or radiant. Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
Shadow Stealth. While in dim light or darkness, the dragon can its own, or back into its true form. It reverts to its true form if
take the Hide action as a bonus action. it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon’s choice).
Sunlight Sensitivity. While in sunlight, the dragon has In a new form, the dragon retains its alignment, hit points,
disadvantage on attack rolls, as well as on Wisdom (Perception) Hit Dice, ability to speak, proficiencies, Legendary Resistance,
checks that rely on sight. lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class features or
legendary actions of that form.
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws. Legendary Actions

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. The dragon can take 3 legendary actions, choosing from the
Hit: 21 (2d10 + 10) piercing damage. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. dragon regains spent legendary actions at the start of its turn.
Hit: 17 (2d6 + 10) slashing damage.
Detect. The dragon makes a Wisdom (Perception) check.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Tail Attack. The dragon makes a tail attack.
Hit: 19 (2d8 + 10) bludgeoning damage. Wing Attack (Costs 2 Actions). The dragon beats its wings.

Frightful Presence. Each creature of the dragon’s choice that Each creature within 15 feet of the dragon must succeed
is within 120 feet of the dragon and aware of it must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10)
on a DC 21 Wisdom saving throw or become frightened for 1 bludgeoning damage and be knocked prone. The dragon can
minute. A creature can repeat the saving throw at the end of then fly up to half its flying speed.

A Silver Dragon’s Lair dispersed by the wind, and unprotected flames are
extinguished. Protected flames, such as lanterns, have a
Silver dragons dwell among the clouds, making their 50 percent chance of being extinguished.
lairs on secluded cold mountain peaks. Though many are
comfortable in natural cavern complexes or abandoned Regional Effects
mines, silver dragons covet the lost outposts of humanoid
civilization. An abandoned mountaintop citadel or a • The region containing a legendary silver dragon’s lair
remote tower raised by a long-dead wizard is the sort of is warped by the dragon’s magic, which creates one or
lair that every silver dragon dreams of. more of the following effects.

Lair Actions • Once per day, the dragon can alter the weather in a
6-mile radius centered on its lair. The dragon doesn’t
On initiative count 20 (losing initiative ties), the dragon need to be outdoors; otherwise the effect is identical to
takes a lair action to cause one of the following effects: the control weather spell.
• The dragon creates fog as if it had cast the fog cloud spell.
• Within 1 mile of the lair, winds buoy non-evil creatures
The fog lasts until initiative count 20 on the next round. that fall due to no act of the dragon’s or its allies. Such
• A blisteringly cold wind blows through the lair near the creatures descend at a rate of 60 feet per round and
take no falling damage.
dragon. Each creature within 120 feet of the dragon
must succeed on a DC 15 Constitution saving throw • Given days or longer to work, the dragon can make
or take 5 (1d10) cold damage. Gases and vapors are clouds and fog within its lair as solid as stone, forming
structures and other objects as it wishes.
84 Appendix A: Monsters & NPCs

Bheur Hag Blackguard

Medium fey, chaotic evil Medium humanoid (any race), any non-good alignment

Armor Class 17 (natural armor) Armor Class 18 (plate)
Hit Points 91 (14d8 + 28) Hit Points 153 (18d8 + 72)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)

Saving Throws Wis +4 Saving Throws Wis +5, Cha +5
Skills Nature +4, Perception +4, Stealth +6, Survival +4 Skills Athletics +7, Deception +5, Intimidation +5
Damage Immunities cold Senses passive Perception 12
Senses darkvision 60 ft., passive Perception 14 Languages any one language (usually Common)
Languages Auran, Common, Giant Challenge 8 (3,900 XP)
Challenge 7 (2,900 XP)
Spellcasting. The blackguard is a 10th-level spellcaster. Its
Graystaff Magic. The hag carries a graystaff, a length of gray spellcasting ability is Charisma (spell save DC 13, +5 to hit with
wood that is a focus for her inner power. She can ride the spell attacks). It has the following paladin spells prepared:
staff as if it were a broom of flying. While holding the staff, she
can cast additional spells with her Innate Spellcasting trait 1st level (4 slots): command, protection from evil and good,
(these spells are marked with an asterisk). If the staff is lost or thunderous smite
destroyed, the hag must craft another, which takes a year and a
day. Only a bheur hag can use a graystaff. 2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
Ice Walk. The hag can move across and climb icy surfaces
without needing to make an ability check. Additionally, Actions
difficult terrain composed of ice or snow doesn’t cost her
extra moment. Multiattack. The blackguard makes three attacks with its glaive
or its shortbow.
Innate Spellcasting. The hag’s innate spellcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks). Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
She can innately cast the following spells, requiring no Hit: 9 (1d10 + 4) slashing damage.
material components:
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
At will: hold person,* ray of frost one target. Hit: 5 (1d6 + 2) piercing damage.
3/day each: cone of cold,* ice storm,* wall of ice*
1/day each: control weather Dreadful Aspect (Recharges after a Short or Long Rest). The
blackguard exudes magical menace. Each enemy within 30 feet
Actions of the blackguard must succeed on a DC 13 Wisdom saving
throw or be frightened for 1 minute. If a frightened target
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one ends its turn more than 30 feet away from the blackguard, the
target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) target can repeat the saving throw, ending the effect on itself
cold damage. on a success.

Maddening Feast. The hag feasts on the corpse of one enemy
within 5 feet of her that died within the past minute. Each
creature of the hag’s choice that is within 60 feet of her and
able to see her must succeed on a DC 15 Wisdom saving throw
or be frightened of her for 1 minute. While frightened in this
way, a creature is incapacitated, can’t understand what others
say, can’t read, and speaks only in gibberish; the DM controls
the creature’s movement, which is erratic. A creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to
the hag’s Maddening Feast for the next 24 hours.

Appendix A: Monsters & NPCs 85

Corpse Flower Deathlock

Large plant, chaotic evil Medium undead, neutral evil

Armor Class 12 Armor Class 12 (15 with mage armor)
Hit Points 127 (15d10 + 45) Hit Points 36 (8d8)
Speed 20 ft., climb 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 3 (-4) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

Condition Immunities blinded, deafened Saving Throws Int +4, Cha +5
Senses blindsight 120 ft. (blind beyond this radius), passive Skills Arcana +4, History +4
Damage Resistances necrotic; bludgeoning, piercing, and
Perception 12
Languages -- slashing from nonmagical attacks that aren't silvered
Challenge 8 (3,900 XP) Damage Immunities poison
Condition Immunities exhaustion, poisoned
Corpses. When first encountered, a corpse flower contains Senses darkvision 60 ft. (including magical darkness), passive
the corpses of 1d6 + 3 humanoids. A corpse flower can hold
the remains of up to nine dead humanoids. These remains Perception 11
have total cover against attacks and other effects outside the Languages the languages it knew in life
corpse flower. If the corpse flower dies, the corpses within it Challenge 4 (1,100 XP)
can be pulled free.
Innate Spellcasting. The deathlock’s innate spellcasting
While it has at least one humanoid corpse in its body, ability is Charisma (spell save DC 13). It can innately cast the
the corpse flower can use a bonus action to do one of following spells, requiring no material components:
the following:
At will: detect magic, disguise self, mage armor
• The corpse flower digests one humanoid corpse in its body
and instantly regains 11 (2d10) hit points. Nothing of the Spellcasting. The deathlock is a 10th-level spellcaster. Its
digested body remains. Any equipment on the corpse is ex- spellcasting ability is Charisma (spell save DC 13, +5 to
pelled from the corpse flower in its space. hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. It knows the following
• The corpse flower animates one dead humanoid in its body, warlock spells:
turning it into a zombie. The zombie appears in an unoc-
cupied space within 5 feet of the corpse flower and acts im- Cantrips (at will): chill touch, eldritch blast, mage hand
mediately after it in the initiative order. The zombie acts as 1st–5th level (2 5th-level slots): arms of Hadar, blight,
an ally of the corpse flower but isn’t under its control, and the
flower’s stench clings to it (see the Stench of Death trait). counterspell, crown of madness, darkness, dimension door,
dispel magic, fly, hold monster, invisibility
Spider Climb. The corpse flower can climb difficult surfaces,
including upside down on ceilings, without needing to make an Turn Resistance. The deathlock has advantage on saving throws
ability check. against any effect that turns undead.

Stench of Death. Each creature that starts its turn within 10 Actions
feet of the corpse flower or one of its zombies must make a DC
14 Constitution saving throw, unless the creature is a construct Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
or undead. On a failed save, the creature is incapacitated target. Hit: 9 (2d6 + 2) necrotic damage.
until the end of the turn. Creatures that are immune to poison
damage or the poisoned condition automatically succeed on
this saving throw. On a successful save, the creature is immune
to the stench of all corpse flowers for 24 hours.

Actions

Multiattack. The corpse flower makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target
must succeed on a DC 14 Constitution saving throw or take 14
(4d6) poison damage.

Harvest the Dead. The corpse flower grabs one unsecured
dead humanoid within 10 feet of it and stuffs the corpse into
itself, along with any equipment the corpse is wearing or
carrying. The remains can be used with the Corpses trait.

86 Appendix A: Monsters & NPCs

Deathlock Mastermind Dire Troll

Medium undead, neutral evil Huge giant, chaotic evil

Armor Class 13 (16 with mage armor) Armor Class 15 (natural armor)
Hit Points 110 (20d8 + 20) Hit Points 172 (15d12 + 75)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 22 (+6) 15 (+2) 21 (+5) 9 (−1) 11 (+0) 5 (−3)

Saving Throws Int +5, Cha +6 Saving Throws Wis + 5, Cha +2
Skills Arcana +5, History +5, Perception +4 Skills Perception + 5
Damage Resistances necrotic; bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from

slashing from nonmagical attacks that aren't silvered nonmagical attacks
Damage Immunities poison Condition Immunities frightened, poisoned
Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15
Senses darkvision 120 ft. (including magical darkness), passive Languages Giant
Challenge 13 (10,000 XP)
Perception 14
Languages the languages it knew in life Keen Senses. The troll has advantage on Wisdom (Perception)
Challenge 8 (3,900 XP) checks that rely on smell and sight.

Innate Spellcasting. The deathlock’s innate spellcasting Regeneration. The troll regains 10 hit points at the start of its
ability is Charisma (spell save DC 14). It can innately cast the turn. If the troll takes acid or fire damage, it regains only 5 hit
following spells, requiring no material components: points at the start of its next turn. The troll dies only if it is hit
by an attack that deals 10 or more acid or fire damage while the
At will: detect magic, disguise self, mage armor troll has 0 hit points.

Spellcasting. The deathlock is a 10th-level spellcaster. Its Actions
spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). It regains its expended spell slots Multiattack. The troll makes five attacks: one with its bite and
when it finishes a short or long rest. It knows the following four with its claws.
warlock spells:
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Cantrips (at will): chill touch, eldritch blast, mage hand target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10)
1st–5th level (2 5th-level slots): arms of Hadar, blight, poison damage.

counterspell, crown of madness, darkness, dimension door, Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
dispel magic, fly, hold monster, invisibility Hit: 16 (3d6 + 6) slashing damage

Turn Resistance. The deathlock has advantage on saving throws Whirlwind of Claws (Recharge 5–6). Each creature within 10
against any effect that turns undead. feet of the troll must make a DC 19 Dexterity saving throw,
taking 44 (8d10) slashing damage on a failed save, or half as
Actions much damage on a successful one.

Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3 necrotic damage).

Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one
or two targets. Hit: 18 (4d8) necrotic damage. If the target is
Large or smaller, it must succeed on a DC 16 Strength saving
throw or become restrained as shadowy tendrils wrap around
it for 1 minute. A restrained target can use its action to repeat
the saving throw, ending the effect on itself on a success.

Appendix A: Monsters & NPCs 87

Drow Arachnomancer Spellcasting. The drow is a 16th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to
Medium humanoid (elf ), chaotic evil hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. It knows the following
Armor Class 15 (studded leather) warlock spells:
Hit Points 162 (25d8 + 50)
Speed 30 ft., climb 30 ft. Cantrips (at will): chill touch, eldritch blast, mage hand,
poison spray
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 19 (+4) 14 (+2) 16 (+3) 1st–5th level (3 5th-level slots): conjure animals (spiders only),
crown of madness, dimension door, dispel magic, fear, fly, giant
Saving Throws Con +7, Int +9, Cha +8 insect, hold monster, insect plague, invisibility, vampiric touch,
Skills Arcana +9, Nature +9, Perception +7, Stealth +8 web, witch bolt
Damage Resistances poison
Senses blindsight 10 ft., darkvision 120 ft., passive 1/day each: dominate monster, etherealness, eyebite

Perception 17 Spider Climb. The drow can climb difficult surfaces, including
Languages Elvish, Undercommon, can speak with spiders upside down on ceilings, without needing to make an
Challenge 13 (10,000 XP) ability check.

Change Shape (Recharges after a Short or Long Rest). The drow Sunlight Sensitivity. While in sunlight, the drow has
can use a bonus action to magically polymorph into a giant disadvantage on attack rolls, as well as on Wisdom
spider, remaining in that form for up to 1 hour. It can revert (Perception) checks that rely on sight.
to its true form as a bonus action. Its statistics, other than its
size, are the same in each form. It can speak and cast spells Web Walker. The drow ignores movement restrictions
while in giant spider form. Any equipment it is wearing or caused by webbing.
carrying in humanoid form melds into the giant spider form. It
can’t activate, use, wield, or otherwise benefit from any of its Actions
equipment. It reverts to its humanoid form if it dies.
Multiattack. The drow makes two poisonous touch attacks or
Fey Ancestry. The drow has advantage on saving throws against two bite attacks. The first of these attacks that hits each round
being charmed, and magic can’t put the drow to sleep. deals an extra 26 (4d12) poison damage to the target.

Innate Spellcasting. The drow’s spellcasting ability is Charisma Poisonous Touch (Humanoid Form Only). Melee Weapon
(spell save DC 16). It can innately cast the following spells, Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6)
requiring no material components: poison damage.

At will: dancing lights Bite (Giant Spider Form Only). Melee Weapon Attack: +8 to hit,
1/day: darkness, faerie fire, levitate (self only) reach 5 ft., one target. Hit: 28 (8d6) poison damage.

Web (Giant Spider Form Only). Ranged Weapon Attack: +8 to
hit, range 30/60 ft., one target. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
15 Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).

88 Appendix A: Monsters & NPCs

Drow Favored Consort Drow Shadowblade

Medium humanoid (elf ), neutral evil Medium humanoid (elf ), neutral evil

Armor Class 15 (18 with mage armor) Armor Class 17 (studded leather)
Hit Points 225 (30d8 + 90) Hit Points 150 (20d8 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 18 (+4) 14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Dex +11, Con +9, Cha +10 Saving Throws Dex +9, Con +7, Wis +6
Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Skills Perception +6, Stealth +9
Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon Languages Elvish, Undercommon
Challenge 18 (20,000 XP) Challenge 11 (7,200 XP)

Fey Ancestry. The drow has advantage on saving throws against Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep. being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma Innate Spellcasting. The drow’s spellcasting ability is Charisma
(spell save DC 13). He can innately cast the following spells, (spell save DC 13). He can innately cast the following spells,
requiring no material components: requiring no material components:

At will: dancing lights At will: dancing lights
1/day: darkness, faerie fire, levitate (self only) 1/day: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 11th-level spellcaster. Its Shadow Step. While in dim light or darkness, the drow can
spellcasting ability is Intelligence (spell save DC 18, +10 to hit teleport as a bonus action up to 60 feet to an unoccupied
with spell attacks). It has the following wizard spells prepared: space it can see that is also in dim light or darkness. It then
has advantage on the first melee attack it makes before the end
Cantrips (at will): mage hand, message, poison spray, shocking of the turn.
grasp, ray of frost
Sunlight Sensitivity. While in sunlight, the drow has
1st level (4 slots): burning hands, mage armor, magic disadvantage on attack rolls, as well as on Wisdom
missile, shield (Perception) checks that rely on sight.

2nd level (3 slots): gust of wind, invisibility, misty step, shatter Actions
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke’s resilient sphere Multiattack. The drow makes two attacks with its shadow
5th level (2 slots): cone of cold sword. If either attack hits and the target is within 10 feet of
6th level (1 slot): chain lightning a 5-foot cub of darkness created by the shadow sword on a
previous turn, the drow can dismiss that darkness and cause
Sunlight Sensitivity. While in sunlight, the drow has the target to take 21 (6d6) necrotic damage. The drow can
disadvantage on attack rolls, as well as on Wisdom dismiss darkness in this way no more than once per turn.
(Perception) checks that rely on sight.
Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
War Magic. When the drow uses its action to cast a spell, it can target. Hit: 8 (1d6 + 5) piericing damage plus 10 (3d6) necrotic
make one weapon attack as a bonus action. damage and 10 (3d6) poison damage. The drow can then fill an
unoccupied 5-foot cube within 5 feet of the target with magical
Actions darkness, which remains for 1 minute.

Multiattack. The drow makes three scimitar attacks. Hand Crossbow. Melee Weapon Attack: +9 to hit, range 30/120
ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one must succeed on a DC 13 Constitution saving throw or be
target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison poisoned for 1 hour. If the saving throw fails by 5 or more, the
damage. In addition, the target has disadvantage on the next target is also unconscious while poisoned this way. The target
saving throw it makes against a spell the drow casts before the regains consciousness if it takes damage or if another creature
end of the drow’s next turn. takes an action to shake it.

Hand Crossbow. Ranged Weapon Attack: +11 to hit, range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and
the target must succeed on a DC 13 Constitution saving throw
or be poisoned for 1 hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The
target regains consciousness if it takes damage or if another
creature takes an action to shake it.

Appendix A: Monsters & NPCs 89

Firenewt Warrior Firenewt Warlock of Imix

Medium humanoid ( firenewt), neutral evil Medium humanoid ( firenewt), neutral evil

Armor Class 16 (chain shirt, shield) Armor Class 10 (13 with mage armor)
Hit Points 22 (4d8 + 4) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 7 (−2) 11 (+0) 8 (−1) 13 (+1) 11 (+0) 12 (+1) 9 (−1) 11 (+0) 14 (+2)

Damage Immunities fire Damage Immunities fire
Senses passive Perception 10 Senses darkvision 120 ft. (penetrates magical darkness),
Languages Draconic, Ignan
Challenge 1/2 (100 XP) passive Perception 10
Languages Draconic, Ignan
Amphibious. The firenewt can breathe air and water. Challenge 1 (200 XP)

Actions Amphibious. The firenewt can breathe air and water.

Multiattack. The firenewt makes two attacks with its scimitar. Innate Spellcasting. The firenewt’s innate spellcasting ability
is Charisma. It can innately cast mage armor (self only) at will,
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one requiring no material components.
target. Hit: 4 (1d6 + 1) slashing damage.
Spellcasting. The firenewt is a 3rd-level spellcaster. Its
Spit Fire (Recharges after a Short or Long Rest). The firenewt spellcasting ability is Charisma (spell save DC 12, +4 to
spits fire at a creature within 10 feet of it. The creature hit with spell attacks). It regains its expended spell slots
must make a DC 11 Dexterity saving throw, taking 9 (2d8) when it finishes a short or long rest. It knows the following
fire damage on a failed save, or half as much damage on a warlock spells:
successful one.
Cantrips (at will): fire bolt, guidance, light, mage hand,
prestidigitation

1st–2nd level (2 2nd-level slots): burning hands, flaming sphere,
hellish rebuke, scorching ray

Imix’s Blessing. When the firenewt reduces an enemy to 0 hit
points, the firenewt gains 5 temporary hit points.

Actions

Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.

90 Appendix A: Monsters & NPCs

Earth Elemental Myrmidon Greater Zombie

Medium elemental, neutral Medium undead, neutral evil

Armor Class 18 (plate) Armor Class 15 (natural armor)
Hit Points 127 (17d8 + 51) Hit Points 97 (13d8 + 39)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 8 (−1) 10 (+0) 10 (+0) 18 (+4) 10 (+0) 17 (+3) 4 (−3) 6 (−2) 6 (−2)

Damage Resistances bludgeoning, piercing, and slashing from Saving Throws Wis +1
nonmagical attacks Damage Resistances cold, necrotic
Damage Immunities poison
Damage Immunities poison Condition Immunities charmed, exhaustion, frightened,
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10 paralyzed, poisoned
Languages Terran, one language of its creator’s choice Senses darkvision 60 ft., passive Perception 8
Challenge 7 (2,900 XP) Languages understands the languages it knew in life

Magic Weapons. The myrmidon’s weapon attacks are magical. but can’t speak
Challenge 5 (1,800 XP)
Actions
Turn Resistance. The zombie has advantage on saving throws
Multiattack. The myrmidon makes two maul attacks. against any effect that turns undead.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of
Thunderous Strike (Recharge 6). The myrmidon makes one 5 + the damage taken, unless the damage is radiant or from a
maul attack. On a hit, the target takes an extra 16 (3d10) critical hit. On a success, the lich drops to 1 hit point instead.
thunder damage, and the target must succeed on a DC 14
Strength saving throw or be knocked prone. Actions

Giant Skeleton Multiattack. The zombie makes two melee attacks.

Huge undead, neutral evil Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6)
Armor Class 17 (natural armor) necrotic damage.
Hit Points 115 (10d12 + 50)
Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 4 (−3) 6 (−2) 6 (−2)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Giant but can’t speak
Challenge 7 (2,900 XP)

Evasion. If the skeleton is subjected to an effect that allows it to
make a saving throw to take only half damage, it instead takes
no damage if it succeeds on the saving throw, and only half
damage if it fails.

Magic Resistance. The skeleton has advantage on saving
throws against spells and other magical effects.

Turn Immunity. The skeleton is immune to effects that
turn undead.

Actions

Multiattack. The skeleton makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.

Appendix A: Monsters & NPCs 91

Half-Silver Dragon Warlord Howler

Medium humanoid (half-dragon), any alignment Large fiend, chaotic evil

Armor Class 20 (plate) Armor Class 16 (natural armor)
Hit Points 229 (27d8 + 108) Hit Points 90 (12d10 + 24)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 17 (+3) 16 (+3) 15 (+2) 5 (–3) 20 (+5) 6 (–2)

Saving Throws Str +9, Dex +7, Con +8 Skills Perception +8
Skills Athletics +9, Intimidation +8, Perception +5, Damage Resistances cold, fire, lightning; bludgeoning,

Persuasion +8 piercing, and slashing from nonmagical attacks
Damage Resistances cold Condition Immunities frightened
Senses passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages any two languages Languages understands Abyssal but can’t speak
Challenge 12 (8,400 XP) Challenge 8 (3,900 XP)

Indomitable (3/Day). The warlord can reroll a saving throw it Pack Tactics. A howler has advantage on attack rolls against a
fails. It must use the new roll. creature if at least one of the howler’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Survivor. The warlord regains 10 hit points at the start of its
turn if it has at least 1 hit point but fewer hit points than half its Actions
hit point maximum.
Multiattack. The howler makes two bite attacks.
Actions
Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Multiattack. The warlord makes two weapon attacks. one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10)
psychic damage if the target is frightened. This attack ignores
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one damage resistance.
target. Hit: 12 (2d6 + 5) slashing damage.
Mind-Breaking Howl (Recharge 6). The howler emits a keening
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., howl in a 60-foot cone. Each creature in that area that isn’t
one target. Hit: 6 (1d6 + 3) piercing damage. deafened must succeed on a DC 16 Wisdom saving throw or
be frightened until the end of the howler’s next turn. While a
Breath Weapons (Recharge 5–6). The warlod uses one of the creature is frightened in this way, its speed is halved, and it is
following breath weapons. incapacitated. A target that successfully saves is immune to the
Mind-Breaking Howl of all howlers for the next 24 hours.
Cold Breath. The warlord exhales an icy blast in a 15-foot cone.
Each creature in that area must make a DC 16 Constitution
saving throw, taking 18 (4d8) cold damage on a failed save,
or half as much damage on a successful one.

Paralyzing Breath. The warlord exhales paralyzing gas in a 15-
foot cone. Each creature in that area must succeed on a DC
16 Constitution saving throw or be paralyzed for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Legendary Actions

The warlord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
warlord regains spent legendary actions at the start of its turn.

Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within

30 feet of it. If the target can see and hear the warlord, the
target can make one weapon attack as a reaction and gains
advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy
it can see within 30 feet of it. If the target can see and hear it,
the target must succeed on a DC 16 Wisdom saving throw or
be frightened until the end of warlord’s next turn.

92 Appendix A: Monsters & NPCs

Imix At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Huge elemental, neutral evil
Magic Resistance. Imix has advantage on saving throws against
Armor Class 17 spells and other magical effects.
Hit Points 325 (26d12 + 156)
Speed 50 ft., fly 50 ft. Actions

STR DEX CON INT WIS CHA Multiattack. Imix makes two slam attacks or two flame
19 (+4) 24 (+7) 22 (+6) 15 (+2) 16 (+3) 23 (+6) blast attacks.

Saving Throws Dex +13, Con +12, Cha +12 Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Damage Resistances bludgeoning, piercing, and slashing from target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6)
fire damage.
nonmagical attacks
Damage Immunities fire, poison Flame Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one
Condition Immunities charmed, frightened, paralyzed, target. Hit: 35 (10d6) fire damage.

petrified, poisoned, prone, restrained Summon Elementals (1/Day). Imix summons up to three fire
Senses blindsight 120 ft., passive Perception 13 elementals and loses 30 hit points for each elemental he
Languages Common, Ignan summons. Summoned elementals have maximum hit points,
Challenge 19 (22,000 XP) appear within 100 feet of Imix, and disappear if Imix is reduced
to 0 hit points.
Empowered Attacks. Imix’s slam attacks are treated as magical
for the purpose of bypassing resistance and immunity to Legendary Actions
nonmagical weapons.
Imix can take 3 legendary actions, choosing from the options
Fire Aura. At the start of each of Imix’s turns, each creature below. Only one legendary action option can be used at a time
within 10 feet of him takes 17 (5d6) fire damage, and and only at the end of another creature’s turn. Imix regains
flammable objects in the aura that aren’t being worn or carried spent legendary actions at the start of his turn.
ignite. A creature also takes 17 (5d6) fire damage if it touches
Imix or hits him with a melee attack while within 10 feet of him, Heat Wave. Imix creates a blast of heat within 300 feet of
and a creature takes that damage the first time on a turn that himself. Each creature in the area in physical contact with metal
Imix moves into its space. Nonmagical weapons that hit Imix objects (for example, carrying metal weapons or wearing metal
are destroyed by fire immediately after dealing damage to him. armor) takes 9 (2d8) fire damage. Each creature in the area that
isn’t resistant or immune to fire damage must make a DC 21
Fire Form. Imix can enter a hostile creature’s space and stop Constitution saving throw or gain one level of exhaustion.
there. He can move through a space as narrow as 1 inch
without squeezing if fire could pass through that space. Teleport (Costs 2 Actions). Imix magically teleports up to
120 feet to an unoccupied space he can see. Anything Imix is
Illumination. Imix sheds bright light in a 60-foot radius and wearing or carrying isn’t teleported with him.
dim light for an additional 60 feet.
Combustion (Costs 3 Actions). Imix causes one creature he can
Legendary Resistance (3/Day). If Imix fails a saving throw, he see within 30 feet of him to burst into flames. The target must
can choose to succeed instead. make a DC 21 Constitution saving throw. On a failed save, the
target takes 70 (20d6) fire damage and catches fire. A target
Innate Spellcasting. Imix’s innate spellcasting ability is on fire takes 10 (3d6) fire damage when it starts its turn, and
Charisma (spell save DC 20, +12 to hit with spell attacks). remains on fire until it or another creature takes an action to
He can innately cast the following spells, requiring no douse the flames. On a successful save, the target takes half as
material components: much damage and doesn’t catch fire.

Appendix A: Monsters & NPCs 93

Imix’s Lair of lava or other molten material are also affected.
Creatures caught in the area of an expanded fire are
Imix’s home is a fiery inverted pyramid within a volcano on subject to the normal damage for entering or being
the Elemental Plane of Fire. This fortress-palace is known in the fire. Creatures caught by a sudden flood of lava
as the Temple of Ultimate Consumption. Imix is quick to must succeed on a DC 20 Strength saving throw or be
answer calls from the Material Plane, since he hungers knocked prone, in addition to the normal damage for
eternally for new forests, plains, and kingdoms to burn. contact with molten rock.

Lair Actions • A thick cloud of black smoke and burning embers fills
a 40-foot-radius sphere within 120 feet of Imix, lasting
Imix is master of heat and flames in his vicinity. He can until initiative count 20 of the next round. Creatures
take lair actions on the Elemental Plane of Fire, or in and objects within or beyond the smoke are heavily
any elemental fire node. On initiative count 20 (losing obscured. A creature that enters the cloud of embers for
initiative ties), Imix uses his lair action to cause one of the the first time on a turn or starts its turn there takes 10
following effects: (3d6) fire damage.

• Any fires in the lair flare up drastically, quadrupling in • A wave of searing heat fills the lair in a 300-foot radius
size (for example, a fire blazing in a 5-foot by 5-foot area around Imix for an instant. Each creature other than
expands to a 10-foot by 10-foot area). Pools or streams Imix in the area must succeed on a DC 15 Constitution
saving throw or take 1d8 fire damage. Creatures that
take fire damage from this effect gain one level of
exhaustion. In addition, there is a fifty percent chance
that any container of fluid held or carried by an affected
creature (for example, a magic potion) is destroyed.

Regional Effects

The region containing an elemental node in which Imix is
present becomes vulnerable to the influence of fire. This
creates the following effects:

• A dry, baking heat wave strikes the region within 10
miles of Imix’s location. At first, effects are minor —
grass turns brown, animals become listless, work and
travel become very tiring. The longer Imix remains, the
worse the heat becomes; after 5 days, crops die and
ponds dry up; after 10 days, unprotected livestock dies,
and wells and small rivers dry up; after 20 days, large
lakes and rivers are reduced in depth by 20 feet and
shrink accordingly.

• Wildfires erupt within a 5-mile radius of Imix’s lair.
Every hour, there is a ten percent chance that characters
in this area are caught in the path of a wildfire moving
50 feet per round. Each character must succeed on a
DC 21 Constitution saving throw or take 10 (3d6) fire
damage. A wildfire continues to threaten the characters
for 1d10 rounds or until they get out of its path. Wooden
structures caught in the wildfire are destroyed.

• Lava fountains erupt from the ground within 1 mile of
Imix’s lair. Every hour, there is a ten percent chance that
characters in this area are close enough to an erupting
lava fountain to be in danger. A lava fountain creates a
vent 20 feet in diameter, and hurls globs of lava up to
200 feet away. Each character within this area must
succeed on a DC 21 Dexterity saving throw or take 11
(2d10) bludgeoning damage plus 17 (5d6) fire damage.
A fountain lasts for 2d10 rounds before subsiding.

• Wildfires or volcanic fissures within 1 mile of Imix’s lair
form intermittent portals to the Elemental Plane of Fire,
allowing elemental creatures into the mortal world to
dwell near those points.

• If Imix is destroyed or banished back to his home plane,
the regional effects fade over the next 1d10 days.

94 Appendix A: Monsters & NPCs

Kobold Inventor 3. Basket of Centipedes. The kobold throws a small basket into
a 5-foot-square space within 20 feet of it. A swarm of insects
Small humanoid (kobold), lawful evil (centipedes) with 11 hit points emerges from the basket and
rolls initiative. At the end of each of the swarm’s turns, there’s
Armor Class 12 a 50 percent chance that the swarm disperses.
Hit Points 13 (3d6 + 3) 4. Green Slime Pot. The kobold throws a clay pot full of green
Speed 30 ft. slime at the target, and it breaks open on impact. Ranged
Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The
STR DEX CON INT WIS CHA target is covered in a patch of green slime (see chapter 5 of the
7 (−2) 15 (+2) 12 (+1) 8 (−1) 7 (−2) 8 (−1) Dungeon Master’s Guide). Miss: A patch of green slime covers
a randomly determined 5-foot-square section of wall or floor
Skills Perception +0 within 5 feet of the target.
Senses darkvision 60 ft., passive Perception 10 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-
Languages Common, Draconic square space within 20 feet of it, and it breaks open on impact.
Challenge 1/4 (50 XP) A swarm of rot grubs (see appendix A) emerges from the
shattered pot and remains a hazard in that square.
Pack Tactics. The kobold has advantage on an attack roll 6. Scorpion on a Stick. The kobold makes a melee attack with
against a creature if at least one of the kobold’s allies is within a scorpion tied to the end of a 5-foot-long pole. Melee Weapon
5 feet of the creature and the ally isn’t incapacitated. Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage,
and the target must make a DC 9 Constitution saving throw,
Sunlight Sensitivity. While in sunlight, the kobold has taking 4 (1d8) poison damage on a failed save, or half as much
disadvantage on attack rolls, as well as on Wisdom damage on a successful one.
(Perception) checks that rely on sight. 7. Skunk in a Cage. The kobold releases a skunk into an
unoccupied space within 5 feet of it. The skunk has a walking
Actions speed of 20 feet, AC 10, 1 hit point, and no effective attacks.
It rolls initiative and, on its turn, uses its action to spray musk
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. at a random creature within 5 feet of it. The target must make
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. a DC 9 Constitution saving throw. On a failed save, the target
retches and can’t take actions for 1 minute. The target can
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one repeat the saving throw at the end of each of its turns, ending
target. Hit: 4 (1d4 + 2) bludgeoning damage. the effect on itself on a success. A creature that doesn’t need to
breathe or is immune to poison automatically succeeds on the
Weapon Invention. The kobold uses one of the following saving throw. Once the skunk has sprayed its musk, it can’t do
options (roll a d8 or choose one); the kobold can use each one so again until it finishes a short or long rest.
no more than once per day: 8. Wasp Nest in a Bag. The kobold throws a small bag into
a 5-foot-square space within 20 feet of it. A swarm of insects
1. Acid. The kobold hurls a flask of acid. Ranged Weapon (wasps) with 11 hit points emerges from the bag and rolls
Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) initiative. At the end of each of the swarm’s turns, there’s a 50
acid damage. percent chance that the swarm disperses.
2. Alchemist’s Fire. The kobold throws a flask of alchemist’s
fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target.
Hit: 2 (1d4) fire damage at the start of each of the target’s
turns. A creature can end this damage by using its action to
make a DC 10 Dexterity check to extinguish the flames.

Appendix A: Monsters & NPCs 95

Nabassu Nightwalker

Medium fiend (demon), chaotic evil Huge undead, chaotic evil

Armor Class 18 (Natural) Armor Class 14
Hit Points 190 (20d8 + 100) Hit Points 297 (22d12 + 154)
Speed 40 ft., fly 60 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3) 22 (+6) 19 (+4) 24 (+7) 6 (–2) 9 (–1) 8 (–1)

Saving Throws Str +11, Dex +7 Saving Throws Con +13
Skills Perception +7 Damage Resistances acid, cold, fire, thunder; bludgeoning,
Damage Resistances cold, fire, necrotic; bludgeoning, piercing,
piercing, and slashing from nonmagical attacks
and slashing from nonmagical Attacks Damage Immunities necrotic, poison
Damage Immunities poison Condition Immunities exhaustion, frightened, grappled,
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17 petrified, poisoned, prone, restrained
Languages Abyssal telepathy 120 ft. Senses darkvision 120 ft., passive Perception 9
Challenge 15 (13,000 XP) Languages —
Challenge 20 (25,000 XP)
Demonic Shadows. The nabassu darkens the area around its
body in a 10-foot radius. Nonmagical light can’t illuminate this Annihilating Aura. Any creature that starts its turn within 30
area of dim light. feet of the nightwalker must succeed on a DC 21 Constitution
saving throw or take 14 (4d6) necrotic damage and grant the
Devour Soul. A nabassu can eat the soul of a creature it has nightwalker advantage on attack rolls against it until the start
killed within the last hour, provided that creature is neither a of the creature’s next turn. Undead are immune to this aura.
construct nor an undead. The devouring requires the nabassu
to be within 5 feet of the corpse for at least 10 minutes, after Life Eater. A creature reduced to 0 hit points from damage
which it gains a number of Hit Dice (d8s) equal to half the dealt by the nightwalker dies and can’t be revived by any means
creature’s number of Hit Dice. Roll those dice, and increase short of a wish spell.
the nabassu’s hit points by the numbers rolled. For every 4 Hit
Dice the nabassu gains in this way, its attacks deal an extra 3 Actions
(1d6) damage on a hit. The nabassu retains these benefits for 6
days. A creature devoured by a nabassu can be restored to life Multiattack. The nightwalker uses Enervating Focus twice, or it
only by a wish spell. uses Enervating Focus and Finger of Doom, if available.

Magic Resistance. The nabassu has advantage on saving Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft.,
throws against spells and other magical effects. one target. Hit: 28 (5d8 + 6) necrotic damage. The target must
succeed on a DC 21 Constitution saving throw or its hit point
Magic Weapons. The nabassu’s weapon attacks are magical. maximum is reduced by an amount equal to the necrotic damage
taken. This reduction lasts until the target finishes a long rest.
Actions
Finger of Doom (Recharge 6). The nightwalker points at one
Multiattack. The nabassu uses its Soul-Stealing Gaze and creature it can see within 300 feet of it. The target must
makes two attacks: one with its claws and one with its bite. succeed on a DC 21 Wisdom saving throw or take 26 (4d12)
necrotic damage and become frightened until the end of
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. the nightwalker’s next turn. While frightened in this way,
Hit: 17 (2d10 + 6) slashing damage. the creature is also paralyzed. If a target’s saving throw is
successful, the target is immune to the nightwalker’s Finger of
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Doom for the next 24 hours.
Hit: 32 (4d12 + 6) piercing damage.

Soul-Stealing Gaze. The nabassu targets one creature it can see
within 30 feet of it. If the target can see the nabassu and isn’t a
construct or an undead, it must succeed on a DC 16 Charisma
saving throw or reduce its hit point maximum by 13 (2d12) and
give the nabassu an equal number of temporary hit points. This
reduction lasts until the target finishes a short or long rest. The
target dies if its hit point maximum is reduced to 0, and if the
target is a humanoid, it immediately rises as a ghoul under the
nabassu’s control.

96 Appendix A: Monsters & NPCs

Orcus At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
Huge fiend (demon), chaotic evil 1/day: time stop

Armor Class 17 (natural armor), 20 with the Wand of Orcus Legendary Resistance (3/Day). If Orcus fails a saving throw, he
Hit Points 405 (30d12 + 210) can choose to succeed instead.
Speed 40 ft., fly 40 ft.
Magic Resistance. Orcus has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)
Magic Weapons. Orcus’s weapon attacks are magical.
Saving Throws Dex +10, Con +15, Wis +13
Skills Arcana +12 Master of Undeath. When Orcus casts animate dead or create
Damage Resistances cold, fire, lightning undead, he chooses the level at which the spell is cast, and
Damage Immunities necrotic, poison; bludgeoning, piercing, the creatures created by the spells remain under his control
indefinitely. Additionally, he can cast create undead even
and slashing from nonmagical attacks when it isn’t night.
Condition Immunities charmed, exhaustion,
Actions
frightened, poisoned
Senses truesight 120 ft., passive Perception 22 Multiattack. Orcus makes two Wand of Orcus attacks.
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP) Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10
ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13
Wand of Orcus. The wand has 7 charges, and any of its (2d12) necrotic damage.
properties that require a saving throw have a save DC of 18.
While holding it, Orcus can use an action to cast animate dead, Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
blight, or speak with dead. Alternatively, he can expend 1 or more Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.
of the wand’s charges to cast one of the following spells from it:
circle of death (1 charge), finger of death (1 charge), or power word Legendary Actions
kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn.
Orcus can take 3 legendary actions, choosing from the options
While holding the wand, Orcus can use an action to conjure below. Only one legendary action option can be used at a time
undead creatures whose combined average hit points don’t and only at the end of another creature’s turn. Orcus regains
exceed 500. These undead magically rise up from the ground or spent legendary actions at the start of his turn.
otherwise form in unoccupied spaces within 300 feet of Orcus
and obey his commands until they are destroyed or until he Tail. Orcus makes one tail attack.
dismisses them as an action. Once this property of the wand is
used, the property can’t be used again until the next dawn. A Taste of Undeath. Orcus casts chill touch (17th level).

Innate Spellcasting. Orcus’s spellcasting ability is Charisma Creeping Death (Costs 2 Actions). Orcus chooses a point on
(spell save DC 23, +15 to hit with spell attacks). He can innately the ground that he can see within 100 feet of him. A cylinder of
cast the following spells, requiring no material components: swirling necrotic energy 60 feet tall and with a 10-foot radius
rises from that point and lasts until the end of Orcus’s next
turn. Creatures in that area are vulnerable to necrotic damage.

Appendix A: Monsters & NPCs 97

Ooze Master Shadow Dancer

Huge undead, lawful evil Medium humanoid (elf ), neutral

Armor Class 9 (natural armor) Armor Class 15 (studded leather)
Hit Points 138 (12d12 + 60) Hit Points 71 (13d8 + 13)
Speed 30 ft., climb 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 1 (−5) 20 (+5) 17 (+3) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Int +7, Wis +4 Saving Throws Dex +6, Cha +4
Skills Arcana +7, Insight +4 Skills Stealth +6
Damage Resistances lightning, necrotic; bludgeoning, piercing, Damage Resistances necrotic
Condition Immunities charmed, exhaustion
and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 11
Damage Immunities acid, cold, poison Languages Common, Elvish
Condition Immunities blinded, charmed, deafened, exhaustion, Challenge 7 (2,900 XP)

frightened, paralyzed, poisoned, prone Fey Ancestry. The shadow dancer has advantage on saving
Senses blindsight 120 ft., passive Perception 10 throws against being charmed, and magic can’t put it to sleep.
Languages Common, Primordial, Thayan
Challenge 10 (5,900 XP) Shadow Jump. As a bonus action, the shadow dancer can
teleport up to 30 feet to an unoccupied space it can see. Both
Corrosive Form. A creature that touches the Ooze Master or hits the space it teleports from and the space it teleports to must
it with a melee attack while within 5 feet of it takes 9 (2d8) acid be in dim light or darkness. The shadow dancer can use this
damage. Any nonmagical weapon that hits the Ooze Master ability between the weapon attacks of another action it takes.
corrodes. After dealing damage, the weapon takes a permanent
and cumulative −1 penalty to damage rolls. If its penalty drops Actions
to −5, the weapon is destroyed. Nonmagical ammunition that
hits the Ooze Master is destroyed after dealing damage. Multiattack. The shadow dancer makes three spiked
The Ooze Master can eat through 2-inch-thick, nonmagical chain attacks.
wood or metal in 1 round.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Instinctive Attack. When the Ooze Master casts a spell with a one target. Hit: 10 (2d6 + 3) piercing damage, and the target
casting time of 1 action, it can make one pseudopod attack as must succeed on a DC 14 Dexterity saving throw or suffer one
a bonus action. additional effect of the shadow dancer’s choice:
• The target is grappled (escape DC 14) if it is a Medium
Spellcasting. The Ooze Master is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit or smaller creature. Until the grapple ends, the target
with spell attacks). It has the following wizard spells prepared: is restrained, and the shadow dancer can’t grapple an-
other target.
Cantrips (at will): acid splash, friends, mage hand, poison spray • The target is knocked prone.
1st level (4 slots): charm person, detect magic, magic missile, • The target takes 22 (4d10) necrotic damage.

ray of sickness
2nd level (3 slots): detect thoughts, Melf’s acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard’s black tentacles
5th level (1 slot): cloudkill

Spider Climb. The Ooze Master can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.

Actions

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6)
acid damage.

Reactions

Instinctive Charm. If a creature the Ooze Master can see
makes an attack roll against it while within 30 feet of it, the
Ooze Master can use a reaction to divert the attack if another
creature is within the attack’s range. The attacker must make
a DC 15 Wisdom saving throw. On a failed save, the attacker
targets the creature that is closest to it, not including itself or
the Ooze Master. If multiple creatures are closest, the attacker
chooses which one to target. On a successful save, the attacker
is immune to this Instinctive Charm for 24 hours. Creatures
that can’t be charmed are immune to this effect.

98 Appendix A: Monsters & NPCs


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